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	<updated>2026-04-06T07:50:29Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Topic:Wpd710mnyhpxghot&amp;topic_postId=wpjx68lxtwhvratp&amp;topic_revId=wpjx68lxtwhvratp&amp;action=single-view</id>
		<title>Topic:Wpd710mnyhpxghot</title>
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		<updated>2022-02-07T03:25:55Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:ItsNotReallyEditing&quot; class=&quot;mw-userlink&quot; title=&quot;User:ItsNotReallyEditing&quot;&gt;&lt;bdi&gt;ItsNotReallyEditing&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:ItsNotReallyEditing&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ItsNotReallyEditing&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:Wpd710mnyhpxghot&amp;amp;topic_showPostId=wpjx68lxtwhvratp#flow-post-wpjx68lxtwhvratp&quot;&gt;commented&lt;/a&gt; on &quot;This is?&quot; (&lt;em&gt;It&amp;#039;s a meme page I made a while back with Harakoni&amp;#039;s permission, similar to Trees/Humor.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=97604</id>
		<title>Thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=97604"/>
		<updated>2021-12-02T03:50:27Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Thrumbo&lt;br /&gt;
|image = Thrumbo.png&lt;br /&gt;
|description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.&amp;lt;br&amp;gt;Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 5.5&lt;br /&gt;
|armorblunt = 40&lt;br /&gt;
|armorsharp = 60&lt;br /&gt;
|armorheat = 30&lt;br /&gt;
|min comfortable temperature = -65&lt;br /&gt;
|max comfortable temperature = 50&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 4000&lt;br /&gt;
|filth rate = 8&lt;br /&gt;
|ridingspeed = 1.6&lt;br /&gt;
|bodysize = 4&lt;br /&gt;
|healthscale = 8&lt;br /&gt;
|hungerrate = 1.75&lt;br /&gt;
|diet = herbivorous and dendrovorous&lt;br /&gt;
|leathername = thrumbofur&lt;br /&gt;
|wildness = 0.985&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 1&lt;br /&gt;
|trainable = advanced&lt;br /&gt;
|gestation = 20&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|lifespan = 220&lt;br /&gt;
|juvenileage = 0.75&lt;br /&gt;
|maturityage = 1.332&lt;br /&gt;
|tradeTags = AnimalExotic&lt;br /&gt;
|attack1dmg = 23&lt;br /&gt;
|attack1type = Scratch&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = horn&lt;br /&gt;
|attack2dmg = 23&lt;br /&gt;
|attack2type = Stab&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = horn&lt;br /&gt;
|attack3dmg = 28&lt;br /&gt;
|attack3type = Bite&lt;br /&gt;
|attack3cool = 2.6&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3chancefactor = 0.7&lt;br /&gt;
|attack4dmg = 19&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front left leg&lt;br /&gt;
|attack5dmg = 19&lt;br /&gt;
|attack5type = Blunt&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = front right leg&lt;br /&gt;
|attack6dmg = 17&lt;br /&gt;
|attack6type = Blunt&lt;br /&gt;
|attack6cool = 2&lt;br /&gt;
|attack6part = head&lt;br /&gt;
|attack6chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbos''' are large, powerful animals not native to any [[biome]], instead appearing in all biomes through a random event. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Thrumbos are both herbivorous, eating both plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]] {{royaltyIcon}} or [[gauranlen tree]]s{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Thrumbos are difficult, but rewarding, to kill. They are extremely powerful and a rampaging one can threaten the entire colony. Take precaution when attempting to hunt them. They can move faster than a colonist and their horn inflicts massive damage. Never, ever engage them except on favorable terms.&lt;br /&gt;
&lt;br /&gt;
However, should you kill one, the rewards are significant. They yield the most [[meat]] of any animal when butchered, tied only with [[Elephant]]s and [[Megasloth]]s. The [[thrumbo horn|horn]] is both valuable, worth 800 [[silver]], and a fairly powerful melee weapon equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Note however that Juvenile thrumbos will not drop horns. Their [[Thrumbofur|fur]] is itself valuable to sell, but also makes some of the most valuable and highly protective clothing in the game - a Thrumbofur [[duster]] is worth over a thousand silver, is almost as protective against sharp damage as a steel [[plate armor]] and can be worn with a [[flak vest]]. &lt;br /&gt;
&lt;br /&gt;
In the early game, acquiring a [[psychic shock lance]] from an exotic goods trader, shocking a thrumbo, and assigning a hunting job to it can jump-start a player's silver stockpile since the ~600 silver lance can be converted into two 1000 silver [[duster]]s (assuming normal [[quality]]), a 500 silver [[thrumbo horn|horn]], and enough meat for 56 [[simple meal]]s. Alternatively, a [[psychic insanity lance]] can be used to get even more thrumbos, though they might be damaged. Aim for the healthiest thrumbo so it can cause the most mayhem among the herd.&lt;br /&gt;
&lt;br /&gt;
An incapacitated thrumbo is an excellent opportunity to train [[Medicine|healing]] skills as they can sustain dozens of treatable wounds and still survive. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hunting tactics==&lt;br /&gt;
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. &lt;br /&gt;
&lt;br /&gt;
* '''Trap:''' By building a room around while it sleeps, you can inebriate it by storing beer within and it will eventually pass out / die. Another option is to set the room on fire to kill it from burning or heatstroke. However, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable as the thrumbo may break out before you successfully down it. Starving it does not work for the same reason.&lt;br /&gt;
&lt;br /&gt;
* '''Kiting:''' Using a fast colonist (at least 120% Moving; use [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait, lure it through a firing squad or turrets laying fire from a distance. If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attack something else instead.&lt;br /&gt;
&lt;br /&gt;
*'''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets in a chosen area, maybe your crop fields or just an empty area. Then, trigger the thrumbo to attack and escape inside the colony (Make sure all colonists are drafted/ restricted to minimize death risk). The automatic turrets will do the rest shredding our target to pieces. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.&lt;br /&gt;
**It's possible to combine ranged ganking with turrets, but do it ONLY if you are trusting your firepower.&lt;br /&gt;
&lt;br /&gt;
* '''Peek-a-boo:''' Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.&lt;br /&gt;
&lt;br /&gt;
* '''Melee ganking:''' If and only if you have enough melee fighters with good equipment, you can rush the thrumbo down. You will need at least 4 very well-armored colonists, or 6 modestly armored colonists. Have all your fighters be fully armored, and equip the highest damaging melee weapon they can find, such as the Longsword. You can combine this with a firing squad to chip at the thrumbo while your brawlers cut it down; in this case, it's best that you outfit them with [[shield belt]]s to prevent friendly fire. Note that your colonists are bound to lose a hand or two so have a replacement ready.&lt;br /&gt;
&lt;br /&gt;
* '''Animal ganking:''' Similar to melee ganking with your colonists, except with your more expendable battle animals. Draft a trainer who has animals trained with Release assigned to him, provoke the thrumbo with ranged fire, then hit 'Release animals' for the trainer, and watch as the thrumbo is helplessly swarmed by your angry horde of whatever. Ranged fire provides good support for this, but remember never to let your bonded animals into battle as they have a great chance of dying and giving their master a long-lasting poor mood.&lt;br /&gt;
&lt;br /&gt;
* '''Hunter stealth:''' A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo with a relatively low risk of aggroing.  After 4 or 5 hits the animal can be left alone to slowly bleed to unconsciousness.&lt;br /&gt;
&lt;br /&gt;
* '''Sniper:''' A pawn with a [[sniper rifle]] and [[bionic eye]]s can take down a thrumbo alone, totally undetected even when maddened and passing by relatively close.&lt;br /&gt;
&lt;br /&gt;
* '''Food as bait:''' On maps with no trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food, through traps, into kill boxes, into slowing terrain etc. making it easier to kill.&lt;br /&gt;
&lt;br /&gt;
* '''Beer as bait:''' [[Beer]] sates a small amount of hunger, so it can be used as bait as above. But it also takes 35 beers to satisfy a thrumbo, which is enough to get it to 96% drunk, and thus induce unconsciousness. For 35 beers per thrumbo, it is perfectly safe method of killing them, but only on the right type of map.&lt;br /&gt;
&lt;br /&gt;
* '''Artifacts:''' Shoot with a [[psychic shock lance]], rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.&lt;br /&gt;
**Alternatively, shooting with a [[psychic insanity lance]] will make the thrumbo attack anything on sight including other thrumbos around, meaning that they will kill or at least incapacitate each other. Maddened thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them, provided that the thrumbo is downed or you can outrun the thrumbo.&lt;br /&gt;
**If you're really feeling like overkill then shoot the thrumbo herd with an [[orbital bombardment targeter]] or [[orbital power beam targeter]]. Even then, thrumbos are so tough they may survive.&lt;br /&gt;
&lt;br /&gt;
* '''Raid Baiting:''' Attacking a thrumbo during a raid can, with a long range weapon and good timing, cause it to attack the raiders instead of your colonists. Either the raid will kill the thrumbo, or the thrumbo will force the raid to flee - at which point you can finish off the weakened loser.&lt;br /&gt;
&lt;br /&gt;
*'''Psycasts:''' If Royalty is enabled, [[psycasts]] such as [[Psycasts#Stun|Stun]], [[Psycasts#Burden|Burden]] and [[Psycasts#Skip|Skip]] can make kiting the thrumbo significantly safer and easier.&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-manhunter thrumbo. However, with the elimination of their manhunter on tame chance, there is now little risk in taming besides wasting food and the handlers time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a taming [[Mental inspiration|inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.&lt;br /&gt;
&lt;br /&gt;
Successfully tamed thrumbos are of little everyday use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high [[Animals#Taming|wildness]] means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. &lt;br /&gt;
&lt;br /&gt;
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.&lt;br /&gt;
&lt;br /&gt;
Although extremely difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially inexhaustible source of their valuable fur and horns. However their long gestation period makes this more time intensive than other animals. Also keep in mind that keeping them tame to build a sufficient breeding herd will likely totally monopolize your handlers' time. &lt;br /&gt;
&lt;br /&gt;
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.&lt;br /&gt;
&lt;br /&gt;
Thrumbos may be affected by the &amp;quot;&amp;lt;Animal&amp;gt; Self-tamed&amp;quot; or &amp;quot;Manhunting &amp;lt;Animal&amp;gt;&amp;quot; events.&lt;br /&gt;
&lt;br /&gt;
==Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat&lt;br /&gt;
* Beta 19/1.0 - Hunger rate 4.5-&amp;gt;3.5&lt;br /&gt;
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo&lt;br /&gt;
* 1.3 - Revenge chance on tame fail 1.8%-&amp;gt;0%; Meat yield 360-&amp;gt;560; Leather yield 120-&amp;gt;160; Hunger rate 3.5-&amp;gt;2.8; Gestation time 60 days-&amp;gt;20 days.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=97603</id>
		<title>Thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=97603"/>
		<updated>2021-12-02T03:45:36Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Thrumbo&lt;br /&gt;
|image = Thrumbo.png&lt;br /&gt;
|description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.&amp;lt;br&amp;gt;Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 5.5&lt;br /&gt;
|armorblunt = 40&lt;br /&gt;
|armorsharp = 60&lt;br /&gt;
|armorheat = 30&lt;br /&gt;
|min comfortable temperature = -65&lt;br /&gt;
|max comfortable temperature = 50&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 4000&lt;br /&gt;
|filth rate = 8&lt;br /&gt;
|ridingspeed = 1.6&lt;br /&gt;
|bodysize = 4&lt;br /&gt;
|healthscale = 8&lt;br /&gt;
|hungerrate = 1.75&lt;br /&gt;
|diet = herbivorous and dendrovorous&lt;br /&gt;
|leathername = thrumbofur&lt;br /&gt;
|wildness = 0.985&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 1&lt;br /&gt;
|trainable = advanced&lt;br /&gt;
|gestation = 20&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|lifespan = 220&lt;br /&gt;
|juvenileage = 0.75&lt;br /&gt;
|maturityage = 1.332&lt;br /&gt;
|tradeTags = AnimalExotic&lt;br /&gt;
|attack1dmg = 23&lt;br /&gt;
|attack1type = Scratch&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = horn&lt;br /&gt;
|attack2dmg = 23&lt;br /&gt;
|attack2type = Stab&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = horn&lt;br /&gt;
|attack3dmg = 28&lt;br /&gt;
|attack3type = Bite&lt;br /&gt;
|attack3cool = 2.6&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3chancefactor = 0.7&lt;br /&gt;
|attack4dmg = 19&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front left leg&lt;br /&gt;
|attack5dmg = 19&lt;br /&gt;
|attack5type = Blunt&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = front right leg&lt;br /&gt;
|attack6dmg = 17&lt;br /&gt;
|attack6type = Blunt&lt;br /&gt;
|attack6cool = 2&lt;br /&gt;
|attack6part = head&lt;br /&gt;
|attack6chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbos''' are large, powerful animals not native to any [[biome]], instead appearing in all biomes through a random event. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Thrumbos are both herbivorous, eating both plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]] {{royaltyIcon}} or [[gauranlen tree]]s{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Thrumbos are difficult, but rewarding, to kill. They are extremely powerful and a rampaging one can threaten the entire colony. Take precaution when attempting to hunt them. They can move faster than a colonist and their horn inflicts massive damage. Never, ever engage them except on favorable terms.&lt;br /&gt;
&lt;br /&gt;
However, should you kill one, the rewards are significant. They yield the most [[meat]] of any animal when butchered, tied only with [[Elephant]]s and [[Megasloth]]s. The [[thrumbo horn|horn]] is both valuable, worth 800 [[silver]], and a fairly powerful melee weapon equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Note however that Juvenile thrumbos will not drop horns. Their [[Thrumbofur|fur]] is itself valuable to sell, but also makes some of the most valuable and highly protective clothing in the game - a Thrumbofur [[duster]] is worth over a thousand silver, is almost as protective against sharp damage as a steel [[plate armor]] and can be worn with a [[flak vest]]. &lt;br /&gt;
&lt;br /&gt;
In the early game, acquiring a [[psychic shock lance]] from an exotic goods trader, shocking a thrumbo, and assigning a hunting job to it can jump-start a player's silver stockpile since the ~600 silver lance can be converted into two 1000 silver [[duster]]s (assuming normal [[quality]]), a 500 silver [[thrumbo horn|horn]], and enough meat for 56 [[simple meal]]s.&lt;br /&gt;
&lt;br /&gt;
An incapacitated thrumbo is an excellent opportunity to train [[Medicine|healing]] skills as they can sustain dozens of treatable wounds and still survive. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hunting tactics==&lt;br /&gt;
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. &lt;br /&gt;
&lt;br /&gt;
* '''Trap:''' By building a room around while it sleeps, you can inebriate it by storing beer within and it will eventually pass out / die. Another option is to set the room on fire to kill it from burning or heatstroke. However, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable as the thrumbo may break out before you successfully down it. Starving it does not work for the same reason.&lt;br /&gt;
&lt;br /&gt;
* '''Kiting:''' Using a fast colonist (at least 120% Moving; use [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait, lure it through a firing squad or turrets laying fire from a distance. If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attack something else instead.&lt;br /&gt;
&lt;br /&gt;
*'''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets in a chosen area, maybe your crop fields or just an empty area. Then, trigger the thrumbo to attack and escape inside the colony (Make sure all colonists are drafted/ restricted to minimize death risk). The automatic turrets will do the rest shredding our target to pieces. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.&lt;br /&gt;
**It's possible to combine ranged ganking with turrets, but do it ONLY if you are trusting your firepower.&lt;br /&gt;
&lt;br /&gt;
* '''Peek-a-boo:''' Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.&lt;br /&gt;
&lt;br /&gt;
* '''Melee ganking:''' If and only if you have enough melee fighters with good equipment, you can rush the thrumbo down. You will need at least 4 very well-armored colonists, or 6 modestly armored colonists. Have all your fighters be fully armored, and equip the highest damaging melee weapon they can find, such as the Longsword. You can combine this with a firing squad to chip at the thrumbo while your brawlers cut it down; in this case, it's best that you outfit them with [[shield belt]]s to prevent friendly fire. Note that your colonists are bound to lose a hand or two so have a replacement ready.&lt;br /&gt;
&lt;br /&gt;
* '''Animal ganking:''' Similar to melee ganking with your colonists, except with your more expendable battle animals. Draft a trainer who has animals trained with Release assigned to him, provoke the thrumbo with ranged fire, then hit 'Release animals' for the trainer, and watch as the thrumbo is helplessly swarmed by your angry horde of whatever. Ranged fire provides good support for this, but remember never to let your bonded animals into battle as they have a great chance of dying and giving their master a long-lasting poor mood.&lt;br /&gt;
&lt;br /&gt;
* '''Hunter stealth:''' A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo with a relatively low risk of aggroing.  After 4 or 5 hits the animal can be left alone to slowly bleed to unconsciousness.&lt;br /&gt;
&lt;br /&gt;
* '''Sniper:''' A pawn with a [[sniper rifle]] and [[bionic eye]]s can take down a thrumbo alone, totally undetected even when maddened and passing by relatively close.&lt;br /&gt;
&lt;br /&gt;
* '''Food as bait:''' On maps with no trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food, through traps, into kill boxes, into slowing terrain etc. making it easier to kill.&lt;br /&gt;
&lt;br /&gt;
* '''Beer as bait:''' [[Beer]] sates a small amount of hunger, so it can be used as bait as above. But it also takes 35 beers to satisfy a thrumbo, which is enough to get it to 96% drunk, and thus induce unconsciousness. For 35 beers per thrumbo, it is perfectly safe method of killing them, but only on the right type of map.&lt;br /&gt;
&lt;br /&gt;
* '''Artifacts:''' Shoot with a [[psychic shock lance]], rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.&lt;br /&gt;
**Alternatively, shooting with a [[psychic insanity lance]] will make the thrumbo attack anything on sight including other thrumbos around, meaning that they will kill or at least incapacitate each other. Maddened thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them, provided that the thrumbo is downed or you can outrun the thrumbo.&lt;br /&gt;
**If you're really feeling like overkill then shoot the thrumbo herd with an [[orbital bombardment targeter]] or [[orbital power beam targeter]]. Even then, thrumbos are so tough they may survive.&lt;br /&gt;
&lt;br /&gt;
* '''Raid Baiting:''' Attacking a thrumbo during a raid can, with a long range weapon and good timing, cause it to attack the raiders instead of your colonists. Either the raid will kill the thrumbo, or the thrumbo will force the raid to flee - at which point you can finish off the weakened loser.&lt;br /&gt;
&lt;br /&gt;
*'''Psycasts:''' If Royalty is enabled, [[psycasts]] such as [[Psycasts#Stun|Stun]], [[Psycasts#Burden|Burden]] and [[Psycasts#Skip|Skip]] can make kiting the thrumbo significantly safer and easier.&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-manhunter thrumbo. However, with the elimination of their manhunter on tame chance, there is now little risk in taming besides wasting food and the handlers time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a taming [[Mental inspiration|inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.&lt;br /&gt;
&lt;br /&gt;
Successfully tamed thrumbos are of little everyday use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high [[Animals#Taming|wildness]] means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. &lt;br /&gt;
&lt;br /&gt;
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.&lt;br /&gt;
&lt;br /&gt;
Although extremely difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially inexhaustible source of their valuable fur and horns. However their long gestation period makes this more time intensive than other animals. Also keep in mind that keeping them tame to build a sufficient breeding herd will likely totally monopolize your handlers' time. &lt;br /&gt;
&lt;br /&gt;
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.&lt;br /&gt;
&lt;br /&gt;
Thrumbos may be affected by the &amp;quot;&amp;lt;Animal&amp;gt; Self-tamed&amp;quot; or &amp;quot;Manhunting &amp;lt;Animal&amp;gt;&amp;quot; events.&lt;br /&gt;
&lt;br /&gt;
==Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat&lt;br /&gt;
* Beta 19/1.0 - Hunger rate 4.5-&amp;gt;3.5&lt;br /&gt;
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo&lt;br /&gt;
* 1.3 - Revenge chance on tame fail 1.8%-&amp;gt;0%; Meat yield 360-&amp;gt;560; Leather yield 120-&amp;gt;160; Hunger rate 3.5-&amp;gt;2.8; Gestation time 60 days-&amp;gt;20 days.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=97602</id>
		<title>Thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=97602"/>
		<updated>2021-12-02T03:44:45Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Thrumbo&lt;br /&gt;
|image = Thrumbo.png&lt;br /&gt;
|description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.&amp;lt;br&amp;gt;Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 5.5&lt;br /&gt;
|armorblunt = 40&lt;br /&gt;
|armorsharp = 60&lt;br /&gt;
|armorheat = 30&lt;br /&gt;
|min comfortable temperature = -65&lt;br /&gt;
|max comfortable temperature = 50&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 4000&lt;br /&gt;
|filth rate = 8&lt;br /&gt;
|ridingspeed = 1.6&lt;br /&gt;
|bodysize = 4&lt;br /&gt;
|healthscale = 8&lt;br /&gt;
|hungerrate = 1.75&lt;br /&gt;
|diet = herbivorous and dendrovorous&lt;br /&gt;
|leathername = thrumbofur&lt;br /&gt;
|wildness = 0.985&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 1&lt;br /&gt;
|trainable = advanced&lt;br /&gt;
|gestation = 20&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|lifespan = 220&lt;br /&gt;
|juvenileage = 0.75&lt;br /&gt;
|maturityage = 1.332&lt;br /&gt;
|tradeTags = AnimalExotic&lt;br /&gt;
|attack1dmg = 23&lt;br /&gt;
|attack1type = Scratch&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = horn&lt;br /&gt;
|attack2dmg = 23&lt;br /&gt;
|attack2type = Stab&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = horn&lt;br /&gt;
|attack3dmg = 28&lt;br /&gt;
|attack3type = Bite&lt;br /&gt;
|attack3cool = 2.6&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3chancefactor = 0.7&lt;br /&gt;
|attack4dmg = 19&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front left leg&lt;br /&gt;
|attack5dmg = 19&lt;br /&gt;
|attack5type = Blunt&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = front right leg&lt;br /&gt;
|attack6dmg = 17&lt;br /&gt;
|attack6type = Blunt&lt;br /&gt;
|attack6cool = 2&lt;br /&gt;
|attack6part = head&lt;br /&gt;
|attack6chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbos''' are large, powerful animals not native to any [[biome]], instead appearing in all biomes through a random event. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Thrumbos are both herbivorous, eating both plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]] {{royaltyIcon}} or [[gauranlen tree]]s{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Thrumbos are difficult, but rewarding, to kill. They are extremely powerful and a rampaging one can threaten the entire colony. Take precaution when attempting to hunt them. They can move faster than a colonist and their horn inflicts massive damage. Never, ever engage them except on favorable terms.&lt;br /&gt;
&lt;br /&gt;
However, should you kill one, the rewards are significant. They yield the most [[meat]] of any animal when butchered, tied only with [[Elephant]]s and [[Megasloth]]s. The [[thrumbo horn|horn]] is both valuable, worth 800 [[silver]], and a fairly powerful melee weapon equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Note however that Juvenile thrumbos will not drop horns. Their [[Thrumbofur|fur]] is itself valuable to sell, but also makes some of the most valuable and highly protective clothing in the game - a Thrumbofur [[duster]] is worth over a thousand silver, is almost as protective against sharp damage as a steel [[plate armor]] and can be worn with a [[flak vest]]. &lt;br /&gt;
&lt;br /&gt;
In the early game, acquiring a [[psychic shock lance]] from an exotic goods trader, shocking a thrumbo, and assigning a hunting job to it can jump start a player's silver stockpile, since the ~600 silver lance can be made into two 1000 silver [[duster]]s (assuming normal [[quality]), a 500 silver [[thrumbo horn|horn]], and enough meat for 56 [[simple meal]]s.&lt;br /&gt;
&lt;br /&gt;
An incapacitated thrumbo is an excellent opportunity to train [[Medicine|healing]] skills as they can sustain dozens of treatable wounds and still survive. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hunting tactics==&lt;br /&gt;
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. &lt;br /&gt;
&lt;br /&gt;
* '''Trap:''' By building a room around while it sleeps, you can inebriate it by storing beer within and it will eventually pass out / die. Another option is to set the room on fire to kill it from burning or heatstroke. However, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable as the thrumbo may break out before you successfully down it. Starving it does not work for the same reason.&lt;br /&gt;
&lt;br /&gt;
* '''Kiting:''' Using a fast colonist (at least 120% Moving; use [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait, lure it through a firing squad or turrets laying fire from a distance. If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attack something else instead.&lt;br /&gt;
&lt;br /&gt;
*'''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets in a chosen area, maybe your crop fields or just an empty area. Then, trigger the thrumbo to attack and escape inside the colony (Make sure all colonists are drafted/ restricted to minimize death risk). The automatic turrets will do the rest shredding our target to pieces. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.&lt;br /&gt;
**It's possible to combine ranged ganking with turrets, but do it ONLY if you are trusting your firepower.&lt;br /&gt;
&lt;br /&gt;
* '''Peek-a-boo:''' Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.&lt;br /&gt;
&lt;br /&gt;
* '''Melee ganking:''' If and only if you have enough melee fighters with good equipment, you can rush the thrumbo down. You will need at least 4 very well-armored colonists, or 6 modestly armored colonists. Have all your fighters be fully armored, and equip the highest damaging melee weapon they can find, such as the Longsword. You can combine this with a firing squad to chip at the thrumbo while your brawlers cut it down; in this case, it's best that you outfit them with [[shield belt]]s to prevent friendly fire. Note that your colonists are bound to lose a hand or two so have a replacement ready.&lt;br /&gt;
&lt;br /&gt;
* '''Animal ganking:''' Similar to melee ganking with your colonists, except with your more expendable battle animals. Draft a trainer who has animals trained with Release assigned to him, provoke the thrumbo with ranged fire, then hit 'Release animals' for the trainer, and watch as the thrumbo is helplessly swarmed by your angry horde of whatever. Ranged fire provides good support for this, but remember never to let your bonded animals into battle as they have a great chance of dying and giving their master a long-lasting poor mood.&lt;br /&gt;
&lt;br /&gt;
* '''Hunter stealth:''' A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo with a relatively low risk of aggroing.  After 4 or 5 hits the animal can be left alone to slowly bleed to unconsciousness.&lt;br /&gt;
&lt;br /&gt;
* '''Sniper:''' A pawn with a [[sniper rifle]] and [[bionic eye]]s can take down a thrumbo alone, totally undetected even when maddened and passing by relatively close.&lt;br /&gt;
&lt;br /&gt;
* '''Food as bait:''' On maps with no trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food, through traps, into kill boxes, into slowing terrain etc. making it easier to kill.&lt;br /&gt;
&lt;br /&gt;
* '''Beer as bait:''' [[Beer]] sates a small amount of hunger, so it can be used as bait as above. But it also takes 35 beers to satisfy a thrumbo, which is enough to get it to 96% drunk, and thus induce unconsciousness. For 35 beers per thrumbo, it is perfectly safe method of killing them, but only on the right type of map.&lt;br /&gt;
&lt;br /&gt;
* '''Artifacts:''' Shoot with a [[psychic shock lance]], rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.&lt;br /&gt;
**Alternatively, shooting with a [[psychic insanity lance]] will make the thrumbo attack anything on sight including other thrumbos around, meaning that they will kill or at least incapacitate each other. Maddened thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them, provided that the thrumbo is downed or you can outrun the thrumbo.&lt;br /&gt;
**If you're really feeling like overkill then shoot the thrumbo herd with an [[orbital bombardment targeter]] or [[orbital power beam targeter]]. Even then, thrumbos are so tough they may survive.&lt;br /&gt;
&lt;br /&gt;
* '''Raid Baiting:''' Attacking a thrumbo during a raid can, with a long range weapon and good timing, cause it to attack the raiders instead of your colonists. Either the raid will kill the thrumbo, or the thrumbo will force the raid to flee - at which point you can finish off the weakened loser.&lt;br /&gt;
&lt;br /&gt;
*'''Psycasts:''' If Royalty is enabled, [[psycasts]] such as [[Psycasts#Stun|Stun]], [[Psycasts#Burden|Burden]] and [[Psycasts#Skip|Skip]] can make kiting the thrumbo significantly safer and easier.&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-manhunter thrumbo. However, with the elimination of their manhunter on tame chance, there is now little risk in taming besides wasting food and the handlers time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a taming [[Mental inspiration|inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.&lt;br /&gt;
&lt;br /&gt;
Successfully tamed thrumbos are of little everyday use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high [[Animals#Taming|wildness]] means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. &lt;br /&gt;
&lt;br /&gt;
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.&lt;br /&gt;
&lt;br /&gt;
Although extremely difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially inexhaustible source of their valuable fur and horns. However their long gestation period makes this more time intensive than other animals. Also keep in mind that keeping them tame to build a sufficient breeding herd will likely totally monopolize your handlers' time. &lt;br /&gt;
&lt;br /&gt;
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.&lt;br /&gt;
&lt;br /&gt;
Thrumbos may be affected by the &amp;quot;&amp;lt;Animal&amp;gt; Self-tamed&amp;quot; or &amp;quot;Manhunting &amp;lt;Animal&amp;gt;&amp;quot; events.&lt;br /&gt;
&lt;br /&gt;
==Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat&lt;br /&gt;
* Beta 19/1.0 - Hunger rate 4.5-&amp;gt;3.5&lt;br /&gt;
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo&lt;br /&gt;
* 1.3 - Revenge chance on tame fail 1.8%-&amp;gt;0%; Meat yield 360-&amp;gt;560; Leather yield 120-&amp;gt;160; Hunger rate 3.5-&amp;gt;2.8; Gestation time 60 days-&amp;gt;20 days.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Consciousness&amp;diff=97547</id>
		<title>Consciousness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Consciousness&amp;diff=97547"/>
		<updated>2021-11-30T00:32:04Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The state or quality of awareness. A pawn loses consciousness when this falls below 30% and dies when this reaches 0%.&lt;br /&gt;
}}&lt;br /&gt;
'''Consciousness''', also called '''Data Processing''' on [[mechanoids]], itself doesn't have any effect on a pawn's stats, however it does directly influence several other capacities that a pawn has. &lt;br /&gt;
&lt;br /&gt;
It is lethal for [[human]]s, [[animals]] and [[mechanoids]] for Consciousness to be reduced to zero. The maximum possible Consciousness capacity is 140% with a healthy pawn high on [[go-juice]], [[luciferium]] and [[wake-up]].&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
{{#ask: [[Consciousness Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Consciousness Importance# = Weight&lt;br /&gt;
| ?Consciousness Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base Factors ===&lt;br /&gt;
''Consciousness'' is mainly affected by the following factors:&lt;br /&gt;
* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::1|100%]] Max.&lt;br /&gt;
* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::1|100%]] Max.&lt;br /&gt;
* [[Blood filtration]]: [[Blood Filtration Importance::0.1|10%]] importance, no allowed defect. [[Blood Filtration Limit::1|100%]] Max.&lt;br /&gt;
* [[Pain]]: The pain factor can be calculated as follows: &amp;lt;code&amp;gt;IF (-0.45 × Pain [%] + 1.05) &amp;lt; 100% THEN (-0.45 × Pain [%] + 1.05) ELSE 100%&amp;lt;/code&amp;gt;&lt;br /&gt;
* Brain part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
** [[Joywire]]: part efficiency offset {{--|20%}}&lt;br /&gt;
&lt;br /&gt;
=== Post Factors ===&lt;br /&gt;
The following factors are applied after the ''Base factors''.&lt;br /&gt;
* [[Beer]] (high)&lt;br /&gt;
** Tipsy: '''x90%'''&lt;br /&gt;
** Drunk: '''x65%'''&lt;br /&gt;
** Hammered: '''x10%'''&lt;br /&gt;
* Psychite hangover ([[Flake]]/[[Yayo]]/[[Psychite tea]]): '''x80%'''&lt;br /&gt;
* [[Cryptosleep sickness]]: '''x80%'''&lt;br /&gt;
* [[Food poisoning]]&lt;br /&gt;
** Recovering and Inital: '''x60%'''&lt;br /&gt;
** Major: '''x50%'''&lt;br /&gt;
* [[Heart attack]] painful: '''x50%'''&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets are applied after the ''Post factors''.&lt;br /&gt;
* [[Beer]] (hangover)&lt;br /&gt;
** Slight: {{--|3%}}&lt;br /&gt;
** Strong: {{--|8%}}&lt;br /&gt;
** Pounding: {{--|18%}}&lt;br /&gt;
* [[Beer]] withdrawal: {{--|20%}}&lt;br /&gt;
* [[Go-juice]]: &lt;br /&gt;
** High: {{+|20%}}&lt;br /&gt;
** Withdrawal: {{--|20%}}&lt;br /&gt;
* [[Luciferium]] high: {{+|10%}}&lt;br /&gt;
* Psychite withdrawal ([[Flake]]/[[Yayo]]/[[Psychite tea]]): {{--|20%}}&lt;br /&gt;
* [[Smokeleaf joint]]&lt;br /&gt;
** High: {{--|30%}}&lt;br /&gt;
** Withdrawal: {{--|20%}}&lt;br /&gt;
* [[Wake-up]]: &lt;br /&gt;
** High: {{+|10%}}&lt;br /&gt;
** Withdrawal: {{--|30%}}&lt;br /&gt;
* [[Blood loss]]&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Severe: {{--|40%}}&lt;br /&gt;
* [[Toxic buildup]]&lt;br /&gt;
** Initial: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Moderate: {{--|15%}}&lt;br /&gt;
** Serious: {{--|25%}}&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** Trivial: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Severe: {{--|30%}}&lt;br /&gt;
* [[Heatstroke]]&lt;br /&gt;
** Initial: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Serious: {{--|20%}}&lt;br /&gt;
* [[Hypothermia]]&lt;br /&gt;
** Shivering: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Serious: {{--|20%}}&lt;br /&gt;
* [[Hypothermic slowdown]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Serious: {{--|40%}}&lt;br /&gt;
* [[Infection]] extreme (initial): {{--|5%}}&lt;br /&gt;
* [[Flu]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|10%}}&lt;br /&gt;
** Extreme: {{--|15%}}&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|20%}}&lt;br /&gt;
** Extreme: {{--|30%}}&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|12%}}&lt;br /&gt;
* [[Sleeping sickness]]&lt;br /&gt;
** Minor (initial): {{--|2%}}&lt;br /&gt;
** Minor (advanced): {{--|4%}}&lt;br /&gt;
** Major: {{--|15%}}&lt;br /&gt;
** Extreme (initial): {{--|20%}}&lt;br /&gt;
* [[Resurrection psychosis]]&lt;br /&gt;
** Early: {{--|10%}}&lt;br /&gt;
** Advanced: {{--|20%}}&lt;br /&gt;
** Severe: {{--|30%}}&lt;br /&gt;
** Total: {{--|40%}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}: {{--|15%}}&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
If any of these conditions apply, the ''Consciousness'' can not be higher than the given value. Note that the it can still be lower.&lt;br /&gt;
* [[Beer]] (high) blackout: '''10% max'''&lt;br /&gt;
* [[Luciferium]] withdrawal: '''80% max'''&lt;br /&gt;
* [[Blood loss]] extreme: '''10% max'''&lt;br /&gt;
* [[Anesthetic]]&lt;br /&gt;
** Wearing off: '''90% max'''&lt;br /&gt;
** Woozy: '''70% max'''&lt;br /&gt;
** Sedated: '''10% max'''&lt;br /&gt;
* [[Mental break#Catatonia|Catatonic break]]: '''10% max'''&lt;br /&gt;
* [[Psychic shock]]: '''10% max'''&lt;br /&gt;
* [[Psychic coma]]: '''10% max'''&lt;br /&gt;
* [[Brain shock]]: '''10% max'''&lt;br /&gt;
* [[Toxic buildup]] extreme: '''10% max'''&lt;br /&gt;
* [[Heart attack]] debilitating: '''10% max'''&lt;br /&gt;
* [[Drug overdose]]&lt;br /&gt;
** Minor: '''50% max'''&lt;br /&gt;
** Major: '''10% max'''&lt;br /&gt;
* [[Malnutrition]] extreme: '''10% max'''&lt;br /&gt;
* [[Heatstroke]] extreme: '''10% max'''&lt;br /&gt;
* [[Hypothermia]] extreme: '''10% max'''&lt;br /&gt;
* [[Hypothermic slowdown]] extreme: '''10% max'''&lt;br /&gt;
* [[Infection]] extreme (advanced): '''10% max'''&lt;br /&gt;
* [[Malaria]] extreme: '''10% max'''&lt;br /&gt;
* [[Sleeping sickness]] extreme (advanced): '''10% max'''&lt;br /&gt;
* [[Resurrection psychosis]] catatonic: '''10% max'''&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula is as follows:&lt;br /&gt;
 '''Consciousness''' = ''IF'' (Base factors × Post factors + Offsets) &amp;lt; Limit ''THEN'' (Base factors × Post factors + Offsets) ''ELSE'' Limit&lt;br /&gt;
&lt;br /&gt;
The ''Base factors'' can be calculated with the following formulas:&lt;br /&gt;
 '''Blood Pumping''' = 1 + ({''IF'' Blood Pumping &amp;lt; 1 ''THEN'' Blood Pumping ''ELSE'' 1} - 1) × 0.2&lt;br /&gt;
 '''Breathing''' = 1 + ({''IF'' Breathing &amp;lt; 1 ''THEN'' Breathing ''ELSE'' 1} - 1) × 0.2&lt;br /&gt;
 '''Blood Filtration''' = 1 + ({''IF'' Blood Filtration &amp;lt; 1 ''THEN'' Blood Filtration ''ELSE'' 1} - 1) × 0.1&lt;br /&gt;
 '''Pain''' = ''IF'' (-0.45 × Pain + 1.05) &amp;lt; 1 ''THEN'' (-0.45 × Pain + 1.05) ''ELSE'' 1&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Capacity]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Consciousness&amp;diff=97546</id>
		<title>Consciousness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Consciousness&amp;diff=97546"/>
		<updated>2021-11-30T00:25:50Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The state or quality of awareness. A pawn loses consciousness when this falls below 30% and dies when this reaches 0%.&lt;br /&gt;
}}&lt;br /&gt;
'''Consciousness''', also called '''Data Processing''' on [[mechanoids]], itself doesn't have any effect on a pawn's stats, however it does directly influence several other capacities that a pawn has. &lt;br /&gt;
&lt;br /&gt;
It is lethal for [[human]]s, [[animals]] and [[mechanoids]] for Consciousness to be reduced to zero. The maximum possible Consciousness capacity is 140% with a healthy pawn high on [[go-juice]], [[luciferium]] and [[wake-up]].&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
{{#ask: [[Consciousness Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Consciousness Importance# = Weight&lt;br /&gt;
| ?Consciousness Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base Factors ===&lt;br /&gt;
''Consciousness'' is mainly affected by the following factors:&lt;br /&gt;
* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::1|100%]] Max.&lt;br /&gt;
* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::1|100%]] Max.&lt;br /&gt;
* [[Blood filtration]]: [[Blood Filtration Importance::0.1|10%]] importance, no allowed defect. [[Blood Filtration Limit::1|100%]] Max.&lt;br /&gt;
* [[Pain]]: The pain factor can be calculated as follows: &amp;lt;code&amp;gt;IF (-0.45 × Pain [%] + 1.05) &amp;lt; 100% THEN (-0.45 × Pain [%] + 1.05) ELSE 100%&amp;lt;/code&amp;gt;&lt;br /&gt;
* Brain part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
** [[Joywire]]: part efficiency offset {{--|20%}}&lt;br /&gt;
&lt;br /&gt;
=== Post Factors ===&lt;br /&gt;
The following factors are applied after the ''Base factors''.&lt;br /&gt;
* [[Beer]] (high)&lt;br /&gt;
** Tipsy: '''x90%'''&lt;br /&gt;
** Drunk: '''x65%'''&lt;br /&gt;
** Hammered: '''x10%'''&lt;br /&gt;
* Psychite hangover ([[Flake]]/[[Yayo]]/[[Psychite tea]]): '''x80%'''&lt;br /&gt;
* [[Cryptosleep sickness]]: '''x80%'''&lt;br /&gt;
* [[Food poisoning]]&lt;br /&gt;
** Recovering and Inital: '''x60%'''&lt;br /&gt;
** Major: '''x50%'''&lt;br /&gt;
* [[Heart attack]] painful: '''x50%'''&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets are applied after the ''Post factors''.&lt;br /&gt;
* [[Beer]] (hangover)&lt;br /&gt;
** Slight: {{--|3%}}&lt;br /&gt;
** Strong: {{--|8%}}&lt;br /&gt;
** Pounding: {{--|18%}}&lt;br /&gt;
* [[Beer]] withdrawal: {{--|20%}}&lt;br /&gt;
* [[Go-juice]]: &lt;br /&gt;
** High: {{+|20%}}&lt;br /&gt;
** Withdrawal: {{--|20%}}&lt;br /&gt;
* [[Luciferium]] high: {{+|10%}}&lt;br /&gt;
* Psychite withdrawal ([[Flake]]/[[Yayo]]/[[Psychite tea]]): {{--|20%}}&lt;br /&gt;
* [[Smokeleaf joint]]&lt;br /&gt;
** High: {{--|30%}}&lt;br /&gt;
** Withdrawal: {{--|20%}}&lt;br /&gt;
* [[Wake-up]]: &lt;br /&gt;
** High: {{+|10%}}&lt;br /&gt;
** Withdrawal: {{--|30%}}&lt;br /&gt;
* [[Blood loss]]&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Severe: {{--|40%}}&lt;br /&gt;
* [[Toxic buildup]]&lt;br /&gt;
** Initial: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Moderate: {{--|15%}}&lt;br /&gt;
** Serious: {{--|25%}}&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** Trivial: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Severe: {{--|30%}}&lt;br /&gt;
* [[Heatstroke]]&lt;br /&gt;
** Initial: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Serious: {{--|20%}}&lt;br /&gt;
* [[Hypothermia]]&lt;br /&gt;
** Shivering: {{--|5%}}&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Serious: {{--|20%}}&lt;br /&gt;
* [[Hypothermic slowdown]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Serious: {{--|40%}}&lt;br /&gt;
* [[Infection]] extreme (initial): {{--|5%}}&lt;br /&gt;
* [[Flu]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|10%}}&lt;br /&gt;
** Extreme: {{--|15%}}&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|20%}}&lt;br /&gt;
** Extreme: {{--|30%}}&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|12%}}&lt;br /&gt;
* [[Sleeping sickness]]&lt;br /&gt;
** Minor (initial): {{--|2%}}&lt;br /&gt;
** Minor (advanced): {{--|4%}}&lt;br /&gt;
** Major: {{--|15%}}&lt;br /&gt;
** Extreme (initial): {{--|20%}}&lt;br /&gt;
* [[Resurrection psychosis]]&lt;br /&gt;
** Early: {{--|10%}}&lt;br /&gt;
** Advanced: {{--|20%}}&lt;br /&gt;
** Severe: {{--|30%}}&lt;br /&gt;
** Total: {{--|40%}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}: {{--|15%}}&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
If any of these conditions apply, the ''Consciousness'' can not be higher than the given value. Note that the it can still be lower.&lt;br /&gt;
* [[Beer]] (high) blackout: '''10% max'''&lt;br /&gt;
* [[Luciferium]] withdrawal: '''80% max'''&lt;br /&gt;
* [[Blood loss]] extreme: '''10% max'''&lt;br /&gt;
* [[Anesthetic]]&lt;br /&gt;
** Wearing off: '''90% max'''&lt;br /&gt;
** Woozy: '''70% max'''&lt;br /&gt;
** Sedated: '''10% max'''&lt;br /&gt;
* [[Catatonic break]]: '''10% max'''&lt;br /&gt;
* [[Psychic shock]]: '''10% max'''&lt;br /&gt;
* [[Psychic coma]]: '''10% max'''&lt;br /&gt;
* [[Brain shock]]: '''10% max'''&lt;br /&gt;
* [[Toxic buildup]] extreme: '''10% max'''&lt;br /&gt;
* [[Heart attack]] debilitating: '''10% max'''&lt;br /&gt;
* [[Drug overdose]]&lt;br /&gt;
** Minor: '''50% max'''&lt;br /&gt;
** Major: '''10% max'''&lt;br /&gt;
* [[Malnutrition]] extreme: '''10% max'''&lt;br /&gt;
* [[Heatstroke]] extreme: '''10% max'''&lt;br /&gt;
* [[Hypothermia]] extreme: '''10% max'''&lt;br /&gt;
* [[Hypothermic slowdown]] extreme: '''10% max'''&lt;br /&gt;
* [[Infection]] extreme (advanced): '''10% max'''&lt;br /&gt;
* [[Malaria]] extreme: '''10% max'''&lt;br /&gt;
* [[Sleeping sickness]] extreme (advanced): '''10% max'''&lt;br /&gt;
* [[Resurrection psychosis]] catatonic: '''10% max'''&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula is as follows:&lt;br /&gt;
 '''Consciousness''' = ''IF'' (Base factors × Post factors + Offsets) &amp;lt; Limit ''THEN'' (Base factors × Post factors + Offsets) ''ELSE'' Limit&lt;br /&gt;
&lt;br /&gt;
The ''Base factors'' can be calculated with the following formulas:&lt;br /&gt;
 '''Blood Pumping''' = 1 + ({''IF'' Blood Pumping &amp;lt; 1 ''THEN'' Blood Pumping ''ELSE'' 1} - 1) × 0.2&lt;br /&gt;
 '''Breathing''' = 1 + ({''IF'' Breathing &amp;lt; 1 ''THEN'' Breathing ''ELSE'' 1} - 1) × 0.2&lt;br /&gt;
 '''Blood Filtration''' = 1 + ({''IF'' Blood Filtration &amp;lt; 1 ''THEN'' Blood Filtration ''ELSE'' 1} - 1) × 0.1&lt;br /&gt;
 '''Pain''' = ''IF'' (-0.45 × Pain + 1.05) &amp;lt; 1 ''THEN'' (-0.45 × Pain + 1.05) ''ELSE'' 1&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Capacity]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=97545</id>
		<title>Antigrain warhead</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=97545"/>
		<updated>2021-11-30T00:21:55Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|resource|&lt;br /&gt;
| name = Antigrain warhead&lt;br /&gt;
| image = Antigrain warhead.png&lt;br /&gt;
| description = An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 550&lt;br /&gt;
| damage type = BombSuper&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 14.9&lt;br /&gt;
| defName = Shell_AntigrainWarhead&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShells&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''antigrain warhead''' is a [[mortar shell]] that can be fired by using a [[mortar]] or used as material to make an [[IED antigrain warhead trap]]. It both does massive damage and has a large blast radius, making it exceptionally effective, although rare.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Antigrain warheads cannot be crafted, but it can be obtained as a reward from [[Events#World quest incidents|quests]], or rarely found inside an [[ancient shrine]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, dealing {{P|Damage Base}} at the center and {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing [[Damage Type#BombSuper|BombSuper]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 14.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 14.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25. As above, it will deal {{P|Damage Base}} at the center of the explosion, {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and be linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles&lt;br /&gt;
&lt;br /&gt;
Deterioration damage, however, will not cause said explosion, and the warhead will &amp;quot;deteriorate to nothing&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Antigrain warheads deal more than enough damage to one-shot most enemies in the game. This makes them utterly unmatched in siege defense, as they are capable of wiping out entire groups of [[raider]]s in a single blast. Additionally, their blast radius is sufficient to always hit the targeted tile in the blast, giving them reliability in hitting point targets far exceeding that of normally inaccurate mortars. &lt;br /&gt;
&lt;br /&gt;
Tougher, armored enemies such as the [[centipede]] are a bit more than likely to survive a blast, but will be severely weakened such that finishing them off becomes much easier. Also take note that a direct hit, rare as it is, will likely kill it outright.&lt;br /&gt;
&lt;br /&gt;
[[IED antigrain warhead trap|Installed as a trap]], it can be extremely useful against [[crashed ship parts]] as doing so helps overcome the inaccuracy of mortars.&lt;br /&gt;
&lt;br /&gt;
===Storage===&lt;br /&gt;
As with all mortar shells, it is heavily advised that you keep it in a safe place where it cannot deteriorate, come under fire, or be targeted by a [[Mental break|tantrum]]. In addition to the loss of the antigrain warhead itself, its detonation is likely to cause massive damage to your base, anything inside it, and its occupants. If a tantruming pawn does decide to punch an antigrain warhead, try arresting them. If your pawns are too far, shooting them may be the better option than the alternative - the injuries, mood and social penalties, and even risk of death are still better than the almost-guaranteed death of the tantruming pawn, let alone the collateral damage. For maximum safety, consider sealing it behind a quickly-deconstructable wall, ideally under thick mountain roof on the small chance that a mortar hits that single tile.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
* ? - Description changed from ''&amp;quot;A tiny ultra-tech warhead usually used by spacecraft or glitterworld war machines. Powered by a grain of antimatter, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&amp;quot;'' -&amp;gt; ''&amp;quot;An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&amp;quot;'' &lt;br /&gt;
* Somewhere between 1.0.2096 - 1.3.3159 - Texture changed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Antigrain warhead old.png|Original texture &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=97544</id>
		<title>Antigrain warhead</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=97544"/>
		<updated>2021-11-30T00:21:06Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|resource|&lt;br /&gt;
| name = Antigrain warhead&lt;br /&gt;
| image = Antigrain warhead.png&lt;br /&gt;
| description = An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 550&lt;br /&gt;
| damage type = BombSuper&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 14.9&lt;br /&gt;
| defName = Shell_AntigrainWarhead&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShells&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''antigrain warhead''' is a [[mortar shell]] that can be fired by using a [[mortar]] or used as material to make an [[IED antigrain warhead trap]]. It both does massive damage and has a large blast radius, making it exceptionally effective, although rare.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Antigrain warheads cannot be crafted, but it can be obtained as a reward from [[Events#World quest incidents|quests]], or rarely found inside an [[ancient shrine]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, dealing {{P|Damage Base}} at the center and {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing [[Damage Type#BombSuper|BombSuper]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 14.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 14.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25. As above, it will deal {{P|Damage Base}} at the center of the explosion, {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and be linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles&lt;br /&gt;
&lt;br /&gt;
Deterioration damage, however, will not cause said explosion, and the warhead will &amp;quot;deteriorate to nothing&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Antigrain warheads deal more than enough damage to one-shot most enemies in the game. This makes them utterly unmatched in siege defense, as they are capable of wiping out entire groups of [[raider]]s in a single blast. Additionally, their blast radius is sufficient to always hit the targeted tile in the blast, giving them reliability in hitting point targets far exceeding that of normally inaccurate mortars. &lt;br /&gt;
&lt;br /&gt;
Tougher, armored enemies such as the [[centipede]] are a bit more than likely to survive a blast, but will be severely weakened such that finishing them off becomes much easier. Also take note that a direct hit, rare as it is, will likely kill it outright.&lt;br /&gt;
&lt;br /&gt;
[[IED antigrain warhead trap|Installed as a trap]], it can be extremely useful against [[crashed ship parts]] as doing so helps overcome the inaccuracy of mortars.&lt;br /&gt;
&lt;br /&gt;
===Storage===&lt;br /&gt;
As with all mortar shells, it is heavily advised that you keep it in a safe place where it cannot deteriorate, come under fire, or be targeted by a [[Mental break|tantrum]]. In addition to the loss of the antigrain warhead itself, its detonation is likely to cause massive damage to your base, anything inside it, and its occupants. If a tantruming pawn does decide to punch an antigrain warhead, try arresting them. If your pawns are too far, shooting them may be the better option than the alternative - the injuries, mood and social penalties, and even risk of death are still better than the almost-guaranteed death of the tantruming pawn, let alone the collateral damage. For maximum safety, consider sealing it behind a quickly-deconstructable wall, ideally under thick mountain roof on the small chance that a mortar hits that single tile.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
* ? - Description changed from ''&amp;quot;A tiny ultra-tech warhead usually used by spacecraft or glitterworld war machines. Powered by a grain of antimatter, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&amp;quot;'' -&amp;gt; ''&amp;quot;An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&amp;quot;'' &lt;br /&gt;
* Somewhere between 1.0.2096 - 1.3.3159 - Texture changed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Antigrain warhead old.png|Original texture &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=97506</id>
		<title>Raid points</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=97506"/>
		<updated>2021-11-28T18:28:58Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Raid type scaling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Raids}}{{Verified|1.3.3101}}&amp;lt;!--If you are not User:MortalSmurph, please see Template; Verified before changing this value--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Raid Points''' determine the size of [[Raids]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Raid Points are spent by the [[storyteller]] to purchase raiders based on Combat Power. The combat power of each enemy type can be seen in tables on the [[Raider]] page. More points to spend mean more enemies that appear.&lt;br /&gt;
&lt;br /&gt;
The minimum Raid Points value is 35. The maximum is 10,000. This 10,000 point limit roughly means the maximum size of raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 67 [[Scyther]]s, or 25 [[Centipede]]s.{{Check Tag|Fact Check|Do multipliers from quests allow this limit to be exceeded or are they handled as multiple raids}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome.  Despite this complexity, the two most significant player controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind [[wealth management]] strategies.&lt;br /&gt;
&lt;br /&gt;
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The &amp;quot;Adaption Factor&amp;quot; is an exception and is shared across multiple settlements.&lt;br /&gt;
&lt;br /&gt;
==Viewing raid points==&lt;br /&gt;
&lt;br /&gt;
One can view their raid points by turning on [[Development mode]].  Hit the 3rd button, &amp;quot;Open the View Settings&amp;quot;, and check &amp;quot;Write Storyteller&amp;quot;.  Then, back on the main Rimworld screen, hit the Magnifying Glass button.  &amp;quot;Base Points&amp;quot; is the Raid Point total. &lt;br /&gt;
[[File:Raid base points.png|frameless|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wealth points==&lt;br /&gt;
&lt;br /&gt;
A player can view their Wealth by hitting the History Tab (Book button) and going to the &amp;quot;Statistics Tab&amp;quot;.  The game considers &amp;quot;Colony Wealth (buildings) at only 50% for the purpose of calculating Raid Points.  Instead of using &amp;quot;Colony Wealth (this map), the game uses &amp;quot;Storyteller Wealth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Storyteller Wealth&amp;quot; = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 )&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;Storyteller Wealth&amp;quot; is linearly interpolated on a graph to create a &amp;quot;Wealth Points&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 14,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2,400 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3,600 || style=&amp;quot;text-align:right&amp;quot; | 700,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 4,200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}  &lt;br /&gt;
{{Clear}}&lt;br /&gt;
At 14,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;0 Wealth Points&amp;quot;.  At 400,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;2,400 Wealth Points&amp;quot;.  Halfway in between 14,000 and 400,000 is 207,000.  At 207,000 wealth, there are 1,200 points, which is the halfway mark between the two defined locations on the graph.  &lt;br /&gt;
&lt;br /&gt;
At 1 million &amp;quot;Storyteller Wealth&amp;quot;, and all values over 1 million, there are 4,200 Raid Points.  Further wealth has no affect on Raid Points.&lt;br /&gt;
&lt;br /&gt;
==Pawn points==&lt;br /&gt;
&amp;quot;Pawn Points&amp;quot; is a points total given based on your Colonist count and Trainable [[Animals]] count.  This &amp;quot;Pawn Points&amp;quot; is an addition to any points that colonists and animals give based on their Market Value via &amp;quot;Wealth Points.&amp;quot;  Only free colonists of the player's faction on the map tile count.  [[Prisoner]]s, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points.  Temporary colonists, called &amp;quot;Quest Lodgers&amp;quot;, from other factions don't count.  [[Slaves]]{{IdeologyIcon}} count as full colonists.&lt;br /&gt;
&lt;br /&gt;
Tamed animals that can learn &amp;quot;Attack&amp;quot; count for 8% of their Combat Power.  Attack doesn't have to be trained, only possible to be trained.  Animal Combat Power is only listed in the XML files and not shown in game.  &amp;quot;Combat Power&amp;quot; is not affected by the age of the animal: baby animals that can attack count as adults for &amp;quot;Pawn Points&amp;quot;.  Downed animals do not count.&lt;br /&gt;
&lt;br /&gt;
Colonists and animals in cryptosleep only count for 30%.  &lt;br /&gt;
&lt;br /&gt;
Dead Colonists that still show as unburied colonists do not count. &lt;br /&gt;
&lt;br /&gt;
The game gives each colonist an amount of points based on a chart and the &amp;quot;Storyteller Wealth&amp;quot; number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=15, 15, 140, 200}}&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 140 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
From 0 to 10,000 &amp;quot;Storyteller Wealth&amp;quot;, each Colonist counts for 15 points.  At 400,000 wealth, each colonist counts for 140 points.  Inbetween 10k to 400k and 400k to 1 million the points of each Colonist is linearly interpolated between 15 to 140 and 140 to 200 respectively.&lt;br /&gt;
&lt;br /&gt;
Pawn Points may consider colonist and animals health in some way.  In testing, no affect on Pawn Points was found when various colonist limbs were removed or other health afflictions were added.  Pawns unconscious and unable to walk due to brain scars and/or reduced consciousness still appear to count fully towards Pawn Points.  &lt;br /&gt;
&lt;br /&gt;
Code exists to evaluate pawn health for the purpose of Raid Points.  The Health aspect may not function.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
{{See also|AI Storytellers}}&lt;br /&gt;
Difficulty is solely the &amp;quot;Threat Scale&amp;quot; number.  Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing &amp;quot;Custom&amp;quot; difficulty allows Threat Scale to range from 0% to 500%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Threat Scale&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful|| 0.10&lt;br /&gt;
|-&lt;br /&gt;
| Community builder|| 0.30&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story|| 0.60 &lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive|| 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust|| 1.55 	&lt;br /&gt;
|-&lt;br /&gt;
| Losing is fun|| 2.20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting factor==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Starting Factor&amp;quot; factor means that the start of the game is made easier.  After 40 days, there is essentially no &amp;quot;Days Passed&amp;quot; factor because the factor is 1.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Days Passed&amp;quot; factor is a defined chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || Starting Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 0.7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
At 10 Days, and earlier, the factor is .7.  At 40 Days, and all dates after, the factor is 1.&lt;br /&gt;
&lt;br /&gt;
==Adaption factor==&lt;br /&gt;
&lt;br /&gt;
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time past since the downing of colonists are the major aspects that Adaption Factor considers.  Slaves and Quest Lodgers are considered colonists for the purposes of the Adaption Factor.&lt;br /&gt;
&lt;br /&gt;
Think of the &amp;quot;Adaption Factor&amp;quot; like the classic workplace sign that says &amp;quot;Days Since Last Injury: 10&amp;quot;.  The differences from this analogy to the &amp;quot;Adaption Factor&amp;quot; is that the &amp;quot;Adaption Factor&amp;quot; does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read &amp;quot;Days Since Last Injury: Negative 30&amp;quot;.  Also, the &amp;quot;Days Since Last Injury&amp;quot; don't necessarily go up 1 per day in Rimworld.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Impact&amp;quot; in the custom Storyteller Settings adjusts how much the game considers the &amp;quot;Adaption Factor&amp;quot;.  If &amp;quot;Adaption Impact&amp;quot; is set to 0% the &amp;quot;Adaption Factor&amp;quot; is effectively turned off.  The Adaption Factor has a maximum range of 0.4 to 1.47.  By default &amp;quot;Losing is Fun&amp;quot; has &amp;quot;Adaption Impact&amp;quot; set to 40%.  At &amp;quot;40% Adaption Impact&amp;quot; has an effective minimum and maximum range of of the Adaption Factor is 0.75 to 1.19.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Growth Rate&amp;quot; in the custom difficulty options controls how fast the &amp;quot;Adaption Factor&amp;quot; grows over time.  On &amp;quot;Losing is Fun&amp;quot;, the &amp;quot;Adaption Growth Rate&amp;quot; is set to the maximum speed.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; starts at 0.8.  The &amp;quot;AdaptDays&amp;quot; starts at 0.  There is a grace period of 30 days before the &amp;quot;AdaptDays&amp;quot; can go above 0.  Every 12 hours (or 30,000 game ticks), the game checks how many &amp;quot;AdaptDays&amp;quot; to add.  The game takes the current &amp;quot;AdaptDays&amp;quot; and looks at the following chart.  Each value shown is halved.  The halving occurs because the check is done every 12 hours, which means it happens twice a day.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Current AdaptDays || AdaptDays Added&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Current AdaptDays |yAxisTitle=AdaptDays Added|type=line|x= -30, -0.01, 0, 59.99, 60, 119.99, 120  |y1= 3, 3, 1, 1, 0.5, 0.5, 0.25}} || style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -0.01 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 59.99 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 119.99 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a colonist dies an amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's the Chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 20&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
When a colonist is downed a different amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's that chart:&lt;br /&gt;
	      &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Adapt Days&amp;quot; have a minimum value of -60 and a maximum value of 100.  &amp;quot;AdaptDays&amp;quot; are taken to a chart to determine &amp;quot;Adaption Factor&amp;quot;.  Here's that chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Current AdaptDays || Adaption Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 0.4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chart goes beyond the maximum potential &amp;quot;AdaptDays&amp;quot; value.   Even though the chart goes up to 180 &amp;quot;AdaptDays&amp;quot; and 2.0 &amp;quot;Adaption Factor&amp;quot;, &amp;quot;Adaption Factor&amp;quot; cannot reach that point.  At the maximum value of 100 &amp;quot;AdaptDays&amp;quot;, the &amp;quot;Adaption Factor&amp;quot; is 1.47.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; is shared across multiple map tiles.&lt;br /&gt;
&lt;br /&gt;
==Wealth independant mode==&lt;br /&gt;
{{See also|AI_Storytellers#Adaptation{{!}}Adaptation}}&lt;br /&gt;
&amp;quot;Wealth Independant&amp;quot; mode is another option in the &amp;quot;custom&amp;quot; section of the &amp;quot;Storyteller Settings&amp;quot;.  Rather than tracking &amp;quot;StorytellerWealth&amp;quot;, an amount of wealth is assigned based on time passed on that specific map tile:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || StorytellerWealth&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 180,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 720 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,800 || style=&amp;quot;text-align:right&amp;quot; | 2,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This chart assumes the default choice of &amp;quot;Years until Max Threat: 12&amp;quot; is chosen.&lt;br /&gt;
&lt;br /&gt;
WealthIndependant Mode is still affected Difficulty.  The slider that says &amp;quot;Years until maximum threat&amp;quot; is only accurate if &amp;quot;Threat Scale&amp;quot; is at 100%.  If the &amp;quot;Threat Scale&amp;quot; is set to 500% and &amp;quot;Years until maximum threat&amp;quot; is set to 12, the actual time is more realistically going to be 12 / 5 = 2.4 Years.  &lt;br /&gt;
&lt;br /&gt;
The Wealth Independant Mode timer is exclusive to each map tile.  Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independant mode timer.&lt;br /&gt;
&lt;br /&gt;
==Raid type scaling==&lt;br /&gt;
{{Stub|section=1|reason=}}&lt;br /&gt;
WORKINPROGRESS&lt;br /&gt;
&lt;br /&gt;
Each type of raid has a scale since some raid types are more difficult than others. Drop pod raids can be infuriating for killbox users, landing in the middle of their base and taking cover behind walls, completely subverting their defence systems.&lt;br /&gt;
&lt;br /&gt;
Standard Raids 1.0&lt;br /&gt;
&lt;br /&gt;
Breach Raids 0.5&lt;br /&gt;
&lt;br /&gt;
Drop on Head 0.3&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W75h43qb1w6s8y31&amp;topic_revId=wl75at0gtt0gfdl9&amp;action=single-view</id>
		<title>Topic:W75h43qb1w6s8y31</title>
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		<updated>2021-11-28T18:22:21Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:ItsNotReallyEditing&quot; class=&quot;mw-userlink&quot; title=&quot;User:ItsNotReallyEditing&quot;&gt;&lt;bdi&gt;ItsNotReallyEditing&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:ItsNotReallyEditing&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ItsNotReallyEditing&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; marked the &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/wiki/Topic:W75h43qb1w6s8y31&quot;&gt;topic&lt;/a&gt; &quot;Please teach me the more in depth things of wiki editing&quot; as resolved (&lt;em&gt;marked as resolved&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Waf9en0z76qrip3h&amp;topic_revId=wl75a3r2awublojx&amp;action=single-view</id>
		<title>Topic:Waf9en0z76qrip3h</title>
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		<updated>2021-11-28T18:22:00Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:ItsNotReallyEditing&quot; class=&quot;mw-userlink&quot; title=&quot;User:ItsNotReallyEditing&quot;&gt;&lt;bdi&gt;ItsNotReallyEditing&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:ItsNotReallyEditing&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ItsNotReallyEditing&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; marked the &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/wiki/Topic:Waf9en0z76qrip3h&quot;&gt;topic&lt;/a&gt; &quot;New Pages&quot; as resolved (&lt;em&gt;marked as resolved&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pen&amp;diff=97500</id>
		<title>Pen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pen&amp;diff=97500"/>
		<updated>2021-11-27T22:35:49Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|note=Need images for the UI explaination}}&lt;br /&gt;
{{Move|reason=Suggested merge with [[Animals]] so its easier to find}}&lt;br /&gt;
Pens are areas to contain [[Animals|farm animals]]. These can be created with a mixture of solid [[wall]]s, [[door]]s, [[animal flap]]s, [[fence]]s, or [[fence gate]]s. Colonists will automatically rope unassigned tamed farm animals and lead them to a pen. Roped animals can only pass through fence gates. Animals in a pen will be passive and will not attack hostiles, and vice versa. Predators will not target penned animals inside a pen, but if it wanders into the pen, it can. Be aware that all pawns except farm animals (including predatorial animals), can enter a pen through either a fence or a fence gate by jumping over.&lt;br /&gt;
&lt;br /&gt;
Unpenned farm animals cannot be assigned to an area like humans and pets, and will roam around, producing large amounts of [[filth]], which is reduced by a factor of x0.05 by the [[straw matting]] floor. A minor, permanent warning will appear, reminding you to either pen the animal or place straw matting. They will also occasionally attempt to roam off the map, determined by the roam interval [[stat]]. The game will also give a temporary warning in the top left of the screen if this happens.&lt;br /&gt;
&lt;br /&gt;
Clicking on a pen marker will show three buttons, each containing useful information and configurations for a pen. The first tab is used to configure which species of animal is allowed in the pen. The second shows how many animals a pen can sustain without colonist intervention (through grass and brambles that grow naturally), measured in [[cow]]s, [[goat]]s, and [[chicken]]s, including an option to force display other animals in the count.  The third tab allows you to set up auto-cut orders for plants.  You can also set up an auto-slaughter order in the animals tab that sets a slaughter job for animals when the count of a certain gender and species surpasses a set number. Juvenile animals are not included in this count, but pregnant animals can be allowed. The auto-slaughter will mark animals in the order of oldest to youngest, and will mark pregnant animals (if allowed) in the order of their pregnancy (most recent to least recent).&lt;br /&gt;
&lt;br /&gt;
Rooms separated from the pen with an [[animal flap]] instead of a [[door]] will count as part of the attached pen. The animal flap can be used to create a room for animals to sleep in, cool down, or warm up in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Remove animal handling skill requirements for roping to pen.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wl5aoq8gr9da5thp&amp;topic_postId=wl5aoq8grdbcdxfx&amp;topic_revId=wl5aoq8grdbcdxfx&amp;action=single-view</id>
		<title>Topic:Wl5aoq8gr9da5thp</title>
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		<updated>2021-11-27T22:26:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:ItsNotReallyEditing&quot; class=&quot;mw-userlink&quot; title=&quot;User:ItsNotReallyEditing&quot;&gt;&lt;bdi&gt;ItsNotReallyEditing&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:ItsNotReallyEditing&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ItsNotReallyEditing&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:Wl5aoq8gr9da5thp&amp;amp;topic_showPostId=wl5aoq8grdbcdxfx#flow-post-wl5aoq8grdbcdxfx&quot;&gt;commented&lt;/a&gt; on &quot;Jargon Page?&quot; (&lt;em&gt;Some of the jargon commonly used by YouTubers might be hard for new players to understand, i.e. &amp;quot;pawn&amp;quot;, &amp;quot;hediff&amp;quot; A jargon page explaining...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Main_Page&amp;diff=97498</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Main_Page&amp;diff=97498"/>
		<updated>2021-11-27T22:23:48Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* The Text Wall that is the Main Page */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Outdated Main Page Sublists ==&lt;br /&gt;
Recommending the following changes&lt;br /&gt;
* Menu sublist - Change [[Menus#Restrict|Restrict]] to [[Menus#Schedule|Schedule]]&lt;br /&gt;
* Gameplay sublist - Add [[Quality]] after Firefighting, [[Quests]] before Research, [[Room stats|Rooms]] after Research&lt;br /&gt;
[[User:Deadgye|Deadgye]] ([[User talk:Deadgye|talk]]) 18:23, 31 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hows that? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 22:47, 31 August 2021 (UTC)&lt;br /&gt;
:Looks good to me. It could be cleaned up in the future by combining Combat, Cover, Defense, and Drafting; Caravan and Trade; and Environment and Rooms. But major changes to those pages to support that would have to happen first. If I get another bad bout of insomnia maybe I'll attempt that. [[User:Deadgye|Deadgye]] ([[User talk:Deadgye|talk]]) 15:36, 1 September 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Discord ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have discord link as well as IRC one next to it. [[User:Saphire|Saphire]] ([[User_talk:Saphire|talk]] | [[Special:Contributions/Saphire|contribs]])&lt;br /&gt;
&lt;br /&gt;
:I agree. Although if it was up to me I'd re-jiggle the Sidebar quite a bit, to make it more in line with the system Wikipedia and most other wikis use. So we'd have Main page, Community Portal, Admin noticeboard, Recent changes and Random page up top. Then other &amp;quot;tabs&amp;quot; underneath, such as an Official sites (or something) which also includes the Discord. Below that we could have the most important pages, whatever we deem that to be. Makes it easier to navigate for users when they're not on the main page. Here is an example of what it might look like: [https://i.imgur.com/NMGTrwO.png Image].&lt;br /&gt;
&lt;br /&gt;
:The main page could also be changed quite drastically. There are almost as many ways to do it as there are wikis, but [https://ark.gamepedia.com/ARK_Survival_Evolved_Wiki here] and [https://terraria.gamepedia.com/Terraria_Wiki here] are two examples. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 20:05, 25 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Text Wall that is the Main Page ==&lt;br /&gt;
&lt;br /&gt;
The main page is completely filled with text, hard to read, and in my opinion, aesthetically unpleasing. Maybe each topic should be in &amp;lt;big&amp;gt;big font&amp;lt;/big&amp;gt; to be easier to see, and each specific page could be under a dropdown menu? Having a big font would also allow for us to add a small icon to the left of each of the major topics, the ones at the bottom of the screen in Rimworld when there are too many menus, which would look better than plain Arial text.&lt;br /&gt;
[[User:ItsNotReallyEditing|ItsNotReallyEditing]] ([[User talk:ItsNotReallyEditing|talk]]) 22:23, 27 November 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Training&amp;diff=95824</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Training&amp;diff=95824"/>
		<updated>2021-10-30T23:50:44Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Shooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; margin-left: 2em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All skills in ''Rimworld'' improve simply while they are used; there is nothing special that needs to be done in addition to that.  If a colonist is assigned to a task (via the ''Work'' tab) with a sufficiently high priority, they will eventually perform it and gain skill points.&lt;br /&gt;
&lt;br /&gt;
In a few cases it is not obvious that a specific task trains a seemingly unrelated ability:&lt;br /&gt;
* Making ''smokeleaf joints'' requires and trains ''cooking'' (not crafting).&lt;br /&gt;
* Making medicine and hard drugs (''flake'', ''yayo'', etc.) requires and trains ''intellectual'' (not crafting).&lt;br /&gt;
* Cutting stone blocks does not train any skill (but requires crafting to be allowed as a task).&lt;br /&gt;
* Making [[Kibble]] is done at the butchering table, but requires and trains cooking.&lt;br /&gt;
* Butchering a dead animal is a cooking activity.&lt;br /&gt;
* Brewing beer is a cooking task (not crafting, which would be plausible)&lt;br /&gt;
* Many construction tasks could plausibly instead be crafting, smithing or tailoring tasks.&lt;br /&gt;
* Smithing and tailoring are actually sub-skills of crafting, but do not have their own skill level.&lt;br /&gt;
&lt;br /&gt;
This article talks about a few special ways to forcibly train colonists in certain skills.  This is usually only necessary and recommended if you need a certain ability on a colonist, but do not want to use this person for productive work.  Normally this is because an untrained worker would be a liability – for example, an untrained cook can cause food poisoning, and an untrained miner can waste valuable resources while trying to extract them.&lt;br /&gt;
&lt;br /&gt;
'''If you train a colonist by letting them do busy work, or monkey business, you are wasting one of the most valuable colony resources, namely work hours.'''  Only do that if you really have to.&lt;br /&gt;
&lt;br /&gt;
Even a colonist that is bad at everything, and passionate for nothing (these exist...) should be a hauler and cleaner, or maybe the guy who fulfills that caravan trade request 5 days away, before you let them repair a mountain stone face for days just to get them 3 levels of construction.&lt;br /&gt;
&lt;br /&gt;
== Using temporary zone restrictions to direct colonists ==&lt;br /&gt;
&lt;br /&gt;
A technique that is mentioned a few times in this article, is to create a zone only to restrict a colonist to a very specific area, in order to force them to perform a task.&lt;br /&gt;
&lt;br /&gt;
As an example, consider colonist &amp;quot;Molly&amp;quot;, who you want to smooth the floor in your freezer in the next few days, and ''do nothing else''.  In this case, you will create a new [[zone]] for Molly, containing exactly these areas in your base:&lt;br /&gt;
&lt;br /&gt;
* the area where the work needs to happen (freezer in this example)&lt;br /&gt;
* Molly's bedroom (so she can go to rest as usual)&lt;br /&gt;
* the recreation area and dining table&lt;br /&gt;
* a place where food is stored (maybe not necessary in this example, because the freezer is already covered)&lt;br /&gt;
&lt;br /&gt;
These areas ''do not have to be adjacent'' (connected).  The zone can be composed of several disconnected areas.&lt;br /&gt;
&lt;br /&gt;
Now you restrict Molly to this newly created zone.  She can now still move between those areas, but in order to perform a task, she needs to be inside one of them, that is, inside the zone.  This means she will not use any skills outside the temporary zone, and you will not need to manipulate her work tab to keep her from doing anything but smooth the freezer floor.&lt;br /&gt;
&lt;br /&gt;
This is a very effective method, not just for training, but for prioritizing important work in general.&lt;br /&gt;
&lt;br /&gt;
== Combat training ==&lt;br /&gt;
If you feel you are not prepared for the next raid, you can train a few combat abilities.  This will always need to be done manually, ie. with the trainee drafted (except for hunting).  That means you can not manage the colony in the mean time, and it can be difficult to train more than one colonist at a time.  This probably means a net loss of productivity in your colony, so only do it if you feel it is really necessary.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The best way to train shooting is to assign the colonist to the &amp;quot;hunting&amp;quot; task.  Giving them a long-range weapon, for example, a [[bolt-action rifle]] makes hunting safer because animals are less likely to enrage and retaliate if shot at from long range.  To be safe, only hunt passive animals that will never retaliate.&lt;br /&gt;
&lt;br /&gt;
Deliberately damaging your own structures or buildings does not improve your shooting skill.&lt;br /&gt;
&lt;br /&gt;
Giving a really bad shooter a weapon not suited for the task, such as a [[machine pistol]] of &amp;quot;awful&amp;quot; quality, means that they will possibly hunt for a ''long'' time before actually killing the animal.  Do not expect a colonist that you train this way to be very productive for the colony.&lt;br /&gt;
&lt;br /&gt;
The best possible method is with an [[EMP launcher]] or [[smoke launcher]], since they do no damage, and therefore, a colonist can train for an indefinite amount of time. &lt;br /&gt;
&lt;br /&gt;
==== Aggravating animals ====&lt;br /&gt;
Outside of hunting, some resilient animals such as the [[Megasloth]], [[Rhinoceros]] and [[Thrumbo]] can give a lot of shooting skill by kiting them, and slowly shooting them to death with a low DPS weapon.  You need to be very careful with this approach because those animals do a lot of damage if given the chance to get into your melee range.&lt;br /&gt;
&lt;br /&gt;
This is a special case of deliberately slow &amp;quot;hunting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The best weapon types for this tactic are weapons with a fast windup and high shot frequency, not too short a range, and low damage.  This makes you use the skill more often, by firing more shots and having your &amp;quot;training dummy&amp;quot; last longer from low damage.&lt;br /&gt;
&lt;br /&gt;
This approach does require extensive micromanagement, and you won't be able to perform other manual tasks in the colony in the meantime.  It is even possible that actually killing the animal will take so long that your colonist will pass out from exhaustion or go into starvation.  You ''must'' have a capable shooter available to finish off the animal and end the training if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Fighting anything with melee attacks will increase the ''melee'' skill. ''Hunting'' with melee attacks works, but animals are prone to fighting back so be warned (this is true even for animals that never retaliate when hunted from range).  You will have to draft the colonist and &amp;quot;hunt&amp;quot; the animal manually by attacking it.  An undrafted colonist will not ''hunt'' if they are lacking a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
If you want to train a character this way, use the best possible armor so they will take less damage from the animal.  Taking no damage at all is usually not possible, so do not train a colonist that you require to be in good shape; they will at least have a few bruises for a couple of days, reducing their manipulation skills and movement ability.  Also be aware that attacking herd animals (like muffalos and wild boars) can enrage the ''entire herd'', usually leading to a heavily injured colonist, or worse.&lt;br /&gt;
&lt;br /&gt;
Tamed animals will fight back, so they are not safe training dummies; they can however be kept in a controlled environment which makes them more convenient targets.  There is also no risk of an entire herd taking revenge for you hurting their friend.  You can patch up the animal you just abused afterwards, which will train the ''medical'' skill.&lt;br /&gt;
&lt;br /&gt;
Using melee attacks does raise the skill very quickly, and you will hit the &amp;quot;soft&amp;quot; XP cap of 4000 points in a matter of a few attacks.  Disengage afterwards, because training over the soft cap is not efficient.&lt;br /&gt;
&lt;br /&gt;
To level melee more safely, take prisoners who are incapable of &amp;quot;Violent&amp;quot; and repeatedly punch, then heal them in their prison cell. To avoid accidentally killing your prisoners, use fists only with neither a melee nor ranged weapon equipped. Carefully watch the health of the prisoner pausing the game between each punch if needed. A colonist with no weapon (not even a ranged weapon) does up to 7 base blunt damage per punch (see [[Weapons#Base Melee Stats|Base Melee Stats]] for details), so when any single body part falls below 8 hp remaining, stop and allow the prisoner to heal.  This will allow you to train medical skill as well.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Construction is already trained quite efficiently by simply using the skill, since construction is such a common activity in an expanding colony.&lt;br /&gt;
&lt;br /&gt;
Smoothing walls and floors counts as construction, is very time consuming, and does have no quality penalty associated with it.  It is maybe the best way to train a low skilled worker, without the risk of wasting materials or creating bad products.  Having your apprentices do the smoothing keeps the master constructors free for more demanding work.  Restrict the trainee colonists to the respective areas by creating a temporary zone, and let them do wall and floor smoothing exclusively for a while.&lt;br /&gt;
&lt;br /&gt;
Making furniture is not the best way to train construction, because colonists with low skill will produce low quality furniture, which has then to be deconstructed and re-built, wasting material in the process.  You can, however, keep deconstructing and reconstructing the furniture until the desired quality level is produced, if you do not mind losing some resources along the way; the popular mod ''Quality Builder'' helps tremendously.&lt;br /&gt;
&lt;br /&gt;
If you are about to build a lot of walls in the colony, you can temporarily take your capable builders '''off''' the construction task, and let only your trainees build the walls and roofs.  Walls do not have a quality stat, so it is not possible to create bad products.  The apprentices will take a little longer, and probably &amp;quot;botch&amp;quot; construction several times, but the end result will be the same.&lt;br /&gt;
&lt;br /&gt;
Do not train construction when high value material is involved, such as cloth (for carpets) or components (when making things like power generators).  If the colonist &amp;quot;botches&amp;quot; construction in these cases, a fair amount of material will be irretrievably wasted; only do this if you have plenty of surplus so it would not matter.&lt;br /&gt;
&lt;br /&gt;
=== Chair method ===&lt;br /&gt;
The amount of work it takes to build a wooden chair is much more than most other items. Each chair built generates roughly 1,000 progress points, allowing you to estimate 1K progress points to each chair built.&lt;br /&gt;
&lt;br /&gt;
=== Repairing things to learn construction ===&lt;br /&gt;
'''Only do this with a colonist that really needs to be up to speed in construction ''now'', if you have absolutely no other suitable construction work to do at the moment.  Repairing structures just for training is probably the worst kind of monkey business you could give to your colonists, and a horrible waste of work hours.'''&lt;br /&gt;
&lt;br /&gt;
You can damage structures, usually purpose-built stone walls, deliberately by damaging them with melee attacks, shots or grenade blasts, and then have your construction builders repair them.&lt;br /&gt;
&lt;br /&gt;
This will not train shooting skill.  Use the shooters only to damage the structure, then undraft them and have them resume their regular colony duties.  Of course the shooters could be the very same people who will do the repair work just after.  Shooting skill does not matter much in this case, as pretty much everybody is able to hit a wall from point blank range...&lt;br /&gt;
&lt;br /&gt;
* By far the best approach is to ''smooth'' any stone wall, damage it, and repair it.  Smoothed walls count as constructed walls, so they can be repaired.  A smoothed granite wall does have 900 hit points, almost as much as a [[plasteel]] wall.  Smoothing the wall will be training ''construction'' as well, hitting two birds with a single stone.&lt;br /&gt;
* Designate the colonists you intend to train so that they can only repair.  Create a [[zone]] around the training area, and the general facilities of the base, then restrict the trainees to this zone.&lt;br /&gt;
* Skill training becomes much less effective after 4000 XP has been acquired in a skill during a day.  Take the trainees off the training task by removing their zone restriction after the XP cap has been reached for the day.&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
Unskilled miners will let resources go to waste if they mine an ore vein.  You can check a colonists [[Mining Yield| mining yield]] stat to see if they are already at 100%.  If they're not, do not use them to extract valuable resources from a mountain.&lt;br /&gt;
&lt;br /&gt;
To train these people, restrict them to a temporary zone with a mining job in it that does not include any valuable ores (even [[steel]] will become valuable eventually, make no mistake...).  If you dig into a mountain face randomly, be aware that this could become a space for [[infestation]]s to spawn if the location is too close to your colony.&lt;br /&gt;
&lt;br /&gt;
If you have developed [[Deep drill| deep drilling]] already, you can let your apprentice miners work the drills.  Waste of resources is usually not a problem anymore at this point.&lt;br /&gt;
&lt;br /&gt;
== Cooking ==&lt;br /&gt;
The ''cooking'' skill level is increased by ''butchering'', ''cooking'' meals at a stove or campfire, and also by making [[smokeleaf joint]]s. If an unskilled cook prepares meals, they carry an increased risk of [[food poisoning]].  This is a fairly disrupting condition that should be avoided, so it is not optimal to train a new cook by letting them prepare meals.&lt;br /&gt;
&lt;br /&gt;
=== Making kibble ===&lt;br /&gt;
[[Kibble]] never carries food poisoning, making it a safe practice food.  It is highly profitable to make kibble if you have ''insect meat'' or ''human meat'', and [[hay]] – even if there are no animals to feed – because all kibble has the same market value, no matter the ingredients.&lt;br /&gt;
&lt;br /&gt;
=== Making smokeleaf joints ===&lt;br /&gt;
Rolling [[smokeleaf joint]]s out of [[smokeleaf leaves]] is a cooking activity.  Joints obviously can not carry food poisoning, making it a safe task to train any cook.  Be aware that the value added by making joints from leaves is not work efficient, so outside of training cooks or making the joints for personal use it is better to sell your leaves directly.&lt;br /&gt;
&lt;br /&gt;
Set up a dedicated work bill at the drug lab, and ''restrict it to the character that you would like to train in cooking''.  The character needs to have priority to &amp;quot;Craft&amp;quot; things on the work tab.  Make sure the drug lab is not occupied by other tasks; the easiest way is to put the smokeleaf job in the first slot on the list of bills.&lt;br /&gt;
&lt;br /&gt;
This strategy requires ''drug production'' to be researched, and to grow or buy [[smokeleaf leaves]].  The latter is, of course, a way to train the ''plants'' skill (sowing ''smokeleaf'' only requires 4 ''plants'' skill).  Smokeleaf products have good recreational and cash (trade) value.&lt;br /&gt;
&lt;br /&gt;
Training cooks with smokeleaf is an excellent strategy.&lt;br /&gt;
&lt;br /&gt;
== Plants (growing) ==&lt;br /&gt;
&lt;br /&gt;
Letting an unskilled grower harvest your fields will waste some of the product; check the [[harvest yield]] stat of the colonist.  If you need to avoid this, you will have to create a – possibly large – restriction zone to keep this colonist out of the area that they must not harvest.  Allow them areas where sowing needs to happen.&lt;br /&gt;
&lt;br /&gt;
Chopping trees is a good way to train ''plants''.  Disallow the task (&amp;quot;plant cut&amp;quot; in the work tab) for your skilled growers, so your trainees will get more opportunities to chop wood.&lt;br /&gt;
&lt;br /&gt;
If you are growing plants that only skilled workers can sow (like [[Devilstrand]] and [[Healroot]]), make sure that your trainees will sow ''all the other fields''.  Do not let your skilled growers take that work away from them.  Again, you will probably need to use restriction zones or work tab micromanagement to facilitate this.&lt;br /&gt;
&lt;br /&gt;
The ''Work Tab'' addon by ''Fluffy'' makes partitioning the growing tasks a ''lot'' easier, avoiding the use of temporary zone restrictions.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
&lt;br /&gt;
The only way to practice crafting is to make things, either at a crafting spot, tailoring bench or smithy.  Fabrication benches are only usable by already skilled crafters.  Drug production and brewing does ''not'' train crafting.&lt;br /&gt;
&lt;br /&gt;
If you have no good crafters yet, you will produce many items of &amp;quot;poor&amp;quot; or &amp;quot;awful&amp;quot; quality.  It is not possible to retrieve raw materials from ''crafted'' items (unlike ''constructed'' items) – after you have crafted an item, you have to either use it or sell it as it is.  This means you should not use any valuable materials, such as [[Thrumbofur]], [[Megasloth wool]], [[Hyperweave]] or [[Plasteel]] to practice crafting.  Only let your most competent people handle these super-valuable materials.&lt;br /&gt;
&lt;br /&gt;
''Weapons are not a good item class to practice crafting'', because they only sell for 20% of the normal price.  This is good for game balance, because a lot of weapons are dropped during raids, but it means that it is practically impossible to make money from crafted weaponry.  Only craft weapons that you expect to use.&lt;br /&gt;
&lt;br /&gt;
This leaves ''armor items'' and ''clothing'': armor requires valuable ingredients, so '''usually crafting is practiced making clothes'''.&lt;br /&gt;
&lt;br /&gt;
Crafted items get a ''market value'' that is composed of&lt;br /&gt;
* the work invested into making the item&lt;br /&gt;
* the value of the raw materials used&lt;br /&gt;
* the [[quality]] of the item&lt;br /&gt;
&lt;br /&gt;
The market value multiplier for &amp;quot;awful&amp;quot; items is 50%, for &amp;quot;poor&amp;quot; items it is 75%.  In those cases it would have been better to sell the raw materials instead of the item!  To cut your inevitable losses, '''only use the cheapest material you can find if you expect to produce a lot of bad quality stuff'''.  Good candidates are [[birdskin]], [[pigskin]], [[lightleather]], [[patchleather]] and [[plainleather]].  In particular, do ''not'' use [[cloth]] (needs to be bought or grown) or [[human leather]] (too expensive).&lt;br /&gt;
&lt;br /&gt;
To further limit your losses, you can slow down the work deliberately, by crafting under poor conditions (outside, in the dark, not using electricity, in the cold, ...).  Skill experience is granted ''over time'' and not ''by work units''.  Crafting as slowly as possible means you will waste less material in the same time span.  Only do this while crafting at level 5 or lower; from level 6, you can expect to [[quality|at least break even on average with regards to material cost]].&lt;br /&gt;
&lt;br /&gt;
If you have a competent crafter (level 8 or higher) that you want to train further, one good way is to let them make [[advanced component]]s at a fabrication bench.  You will need a lot more ''advanced components'' to build the space ship than you can usually buy from traders, so making them early is never a waste of effort.  They do not have a quality rating, as long as your crafter can make them you will get full value.  Likewise, bionic limbs and organs can be made by anyone who meets the skill requirement, but it is difficult to know in advance which ones you will need (''arms'' are never useless, however).&lt;br /&gt;
&lt;br /&gt;
== Artistic ==&lt;br /&gt;
&lt;br /&gt;
There is not much to be said about training ''artistic'' crafting; just have your aspiring artist craft as many sculptures as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Awful&amp;quot; sculptures have a ''negative'' beauty value, so they actually make the environment more ugly.  Great to put into the bedrooms of [[traits|ascetic]] colonists, but should be deconstructed otherwise.&lt;br /&gt;
&lt;br /&gt;
Use the material that you can spare the most of; wood is often a good choice.  [[Jade]] has the best balance of beauty and availability, so it should be reserved for more capable, possibly [[mental inspiration|inspired]] artists.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
&lt;br /&gt;
There is something that a typical ''Rimworld'' campaign never lacks: work for your doctors and surgeons.  It is still possible to get some extra training.&lt;br /&gt;
&lt;br /&gt;
Performing any type of '''surgery''' is staggeringly efficient for training ''medical'': performing surgery awards 16 times as much XP (per time spent) as other work.  This includes all kinds of body part replacements, organ harvesting, euthanizing humans ''and animals''.&lt;br /&gt;
&lt;br /&gt;
* If you have human &amp;quot;patients&amp;quot;, '''install and remove jaw dentures'''.  This requires medical skill 2, no material except medicine, and the patient has no risk of dying on the table.  It will leave the person permanently mangled, lowering their market value (which is not important unless you want to sell the person into slavery).  Do not do it to healthy colonists or prisoners you plan to recruit.  This procedure as well as leg replacements are ''not'' counted as ''organ harvesting'', even if performed on a healthy patient.&lt;br /&gt;
&lt;br /&gt;
* If human subjects are not available, you can '''euthanize animals'''.  This is a shorter procedure than the jaw replacement (worth only a third of the XP) but it has no medical skill requirement.  This is great for training completely unskilled doctors.  A failed procedure is both unlikely and of no consequence.  You can euthanize one of your tame animals, or &amp;quot;rescue&amp;quot; a hunted (downed) animal, just to euthanize it straight away.  Tame chickens are the best source of animals, because you usually want to weed out the males, and euthanizing a freshly hatched chick will give the same XP as any other animal would.  ''Only use herbal medicine'' for this procedure; better medicine is not required and would be wasted.&lt;br /&gt;
&lt;br /&gt;
* Organ harvesting is also great training, and can be done three times per customer, eg. by taking a kidney, a lung and a heart.  It is strongly [[Human resources|frowned upon]] by most colonists.  It is also profitable, but only do it if you can afford the colony-wide mood penalty, which lasts for 8 days.&lt;br /&gt;
&lt;br /&gt;
The XP granted by a surgical procedure depends on work speed of the pawn, work units required and skill passion.  For reference: at 100% ''medical operation speed'' and ''Interested'' passion, 2,000 XP are granted from performing a leg replacement.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly.  Spread out the procedures over multiple doctors and days.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. &lt;br /&gt;
&lt;br /&gt;
Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the &amp;quot;Wardening&amp;quot; work type to the colonists whose social skill you want to improve.  The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation.&lt;br /&gt;
&lt;br /&gt;
Setting the prisoner interaction mode to &amp;quot;Reduce resistance&amp;quot; (and not &amp;quot;Recruit&amp;quot;) will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive.  Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills.&lt;br /&gt;
&lt;br /&gt;
== Intellectual ==&lt;br /&gt;
''Intellectual'' skill is gained by doing research, and by making hard drugs and medicine.  There are no special techniques available to make this more efficient.  All research done is equally valuable, and neither medicine nor drugs have a quality rating; this means that who you employ for these jobs only influences how long it takes to finish them.&lt;br /&gt;
&lt;br /&gt;
Usually your colony will want to research new technologies, so there is normally no question how to employ pawns with intellectual skill or interest.&lt;br /&gt;
&lt;br /&gt;
Crafting [[wake-up]], [[flake]] and [[go-juice]] are all very profitable, so this is recommended if you do not need another researcher at the time, and can stock up on [[neutroamine]] and [[psychoid leaves]].&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
The ''animals'' skill is very versatile, and can be trained in various ways.&lt;br /&gt;
&lt;br /&gt;
There are two animals related tasks where unskilled colonists can be a liability:&lt;br /&gt;
* Failed tame attempts may cause the animal to retaliate; this often leads to the animal handler getting injured, usually as far away from the base as possible...&lt;br /&gt;
* Milking or shearing animals can fail, resulting in ''all'' of the product going to waste; this is especially painful when shearing (gathering wool), because wool takes many days to grow back.&lt;br /&gt;
&lt;br /&gt;
Because of this it is best to let unskilled animal handlers only ''train animals'' that are already domesticated.  If this fails, some food will be wasted, and the animal might lose some training from decay, but nothing worse will happen.  Only your qualified animal handlers should be allowed to milk, shear or tame wild animals.&lt;br /&gt;
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It is very finicky to assign all your animal handlers to the jobs best suited for them.  It can be done with a lot of manipulation of temporary zone restrictions, but the recommended way is to install a mod like ''Work Tab'': it allows for fine-grained control of the various animals related sub-tasks.&lt;br /&gt;
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[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Training&amp;diff=95823</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Training&amp;diff=95823"/>
		<updated>2021-10-30T23:50:08Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Shooting */&lt;/p&gt;
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All skills in ''Rimworld'' improve simply while they are used; there is nothing special that needs to be done in addition to that.  If a colonist is assigned to a task (via the ''Work'' tab) with a sufficiently high priority, they will eventually perform it and gain skill points.&lt;br /&gt;
&lt;br /&gt;
In a few cases it is not obvious that a specific task trains a seemingly unrelated ability:&lt;br /&gt;
* Making ''smokeleaf joints'' requires and trains ''cooking'' (not crafting).&lt;br /&gt;
* Making medicine and hard drugs (''flake'', ''yayo'', etc.) requires and trains ''intellectual'' (not crafting).&lt;br /&gt;
* Cutting stone blocks does not train any skill (but requires crafting to be allowed as a task).&lt;br /&gt;
* Making [[Kibble]] is done at the butchering table, but requires and trains cooking.&lt;br /&gt;
* Butchering a dead animal is a cooking activity.&lt;br /&gt;
* Brewing beer is a cooking task (not crafting, which would be plausible)&lt;br /&gt;
* Many construction tasks could plausibly instead be crafting, smithing or tailoring tasks.&lt;br /&gt;
* Smithing and tailoring are actually sub-skills of crafting, but do not have their own skill level.&lt;br /&gt;
&lt;br /&gt;
This article talks about a few special ways to forcibly train colonists in certain skills.  This is usually only necessary and recommended if you need a certain ability on a colonist, but do not want to use this person for productive work.  Normally this is because an untrained worker would be a liability – for example, an untrained cook can cause food poisoning, and an untrained miner can waste valuable resources while trying to extract them.&lt;br /&gt;
&lt;br /&gt;
'''If you train a colonist by letting them do busy work, or monkey business, you are wasting one of the most valuable colony resources, namely work hours.'''  Only do that if you really have to.&lt;br /&gt;
&lt;br /&gt;
Even a colonist that is bad at everything, and passionate for nothing (these exist...) should be a hauler and cleaner, or maybe the guy who fulfills that caravan trade request 5 days away, before you let them repair a mountain stone face for days just to get them 3 levels of construction.&lt;br /&gt;
&lt;br /&gt;
== Using temporary zone restrictions to direct colonists ==&lt;br /&gt;
&lt;br /&gt;
A technique that is mentioned a few times in this article, is to create a zone only to restrict a colonist to a very specific area, in order to force them to perform a task.&lt;br /&gt;
&lt;br /&gt;
As an example, consider colonist &amp;quot;Molly&amp;quot;, who you want to smooth the floor in your freezer in the next few days, and ''do nothing else''.  In this case, you will create a new [[zone]] for Molly, containing exactly these areas in your base:&lt;br /&gt;
&lt;br /&gt;
* the area where the work needs to happen (freezer in this example)&lt;br /&gt;
* Molly's bedroom (so she can go to rest as usual)&lt;br /&gt;
* the recreation area and dining table&lt;br /&gt;
* a place where food is stored (maybe not necessary in this example, because the freezer is already covered)&lt;br /&gt;
&lt;br /&gt;
These areas ''do not have to be adjacent'' (connected).  The zone can be composed of several disconnected areas.&lt;br /&gt;
&lt;br /&gt;
Now you restrict Molly to this newly created zone.  She can now still move between those areas, but in order to perform a task, she needs to be inside one of them, that is, inside the zone.  This means she will not use any skills outside the temporary zone, and you will not need to manipulate her work tab to keep her from doing anything but smooth the freezer floor.&lt;br /&gt;
&lt;br /&gt;
This is a very effective method, not just for training, but for prioritizing important work in general.&lt;br /&gt;
&lt;br /&gt;
== Combat training ==&lt;br /&gt;
If you feel you are not prepared for the next raid, you can train a few combat abilities.  This will always need to be done manually, ie. with the trainee drafted (except for hunting).  That means you can not manage the colony in the mean time, and it can be difficult to train more than one colonist at a time.  This probably means a net loss of productivity in your colony, so only do it if you feel it is really necessary.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The best way to train shooting is to assign the colonist to the &amp;quot;hunting&amp;quot; task.  Giving them a long-range weapon, for example, a [[bolt-action rifle]] makes hunting safer because animals are less likely to enrage and retaliate if shot at from long range.  To be safe, only hunt passive animals that will never retaliate.&lt;br /&gt;
&lt;br /&gt;
Deliberately damaging your own structures or buildings does not improve your shooting skill.&lt;br /&gt;
&lt;br /&gt;
Giving a really bad shooter a weapon not suited for the task, such as a [[machine pistol]] of &amp;quot;awful&amp;quot; quality, means that they will possibly hunt for a ''long'' time before actually killing the animal.  Do not expect a colonist that you train this way to be very productive for the colony.&lt;br /&gt;
&lt;br /&gt;
The best possible method is with an [[EMP Launcher]] or [[Smoke Launcher]], since they do no damage, and therefore, a colonist can train for an indefinite amount of time. &lt;br /&gt;
&lt;br /&gt;
==== Aggravating animals ====&lt;br /&gt;
Outside of hunting, some resilient animals such as the [[Megasloth]], [[Rhinoceros]] and [[Thrumbo]] can give a lot of shooting skill by kiting them, and slowly shooting them to death with a low DPS weapon.  You need to be very careful with this approach because those animals do a lot of damage if given the chance to get into your melee range.&lt;br /&gt;
&lt;br /&gt;
This is a special case of deliberately slow &amp;quot;hunting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The best weapon types for this tactic are weapons with a fast windup and high shot frequency, not too short a range, and low damage.  This makes you use the skill more often, by firing more shots and having your &amp;quot;training dummy&amp;quot; last longer from low damage.&lt;br /&gt;
&lt;br /&gt;
This approach does require extensive micromanagement, and you won't be able to perform other manual tasks in the colony in the meantime.  It is even possible that actually killing the animal will take so long that your colonist will pass out from exhaustion or go into starvation.  You ''must'' have a capable shooter available to finish off the animal and end the training if necessary.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Fighting anything with melee attacks will increase the ''melee'' skill. ''Hunting'' with melee attacks works, but animals are prone to fighting back so be warned (this is true even for animals that never retaliate when hunted from range).  You will have to draft the colonist and &amp;quot;hunt&amp;quot; the animal manually by attacking it.  An undrafted colonist will not ''hunt'' if they are lacking a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
If you want to train a character this way, use the best possible armor so they will take less damage from the animal.  Taking no damage at all is usually not possible, so do not train a colonist that you require to be in good shape; they will at least have a few bruises for a couple of days, reducing their manipulation skills and movement ability.  Also be aware that attacking herd animals (like muffalos and wild boars) can enrage the ''entire herd'', usually leading to a heavily injured colonist, or worse.&lt;br /&gt;
&lt;br /&gt;
Tamed animals will fight back, so they are not safe training dummies; they can however be kept in a controlled environment which makes them more convenient targets.  There is also no risk of an entire herd taking revenge for you hurting their friend.  You can patch up the animal you just abused afterwards, which will train the ''medical'' skill.&lt;br /&gt;
&lt;br /&gt;
Using melee attacks does raise the skill very quickly, and you will hit the &amp;quot;soft&amp;quot; XP cap of 4000 points in a matter of a few attacks.  Disengage afterwards, because training over the soft cap is not efficient.&lt;br /&gt;
&lt;br /&gt;
To level melee more safely, take prisoners who are incapable of &amp;quot;Violent&amp;quot; and repeatedly punch, then heal them in their prison cell. To avoid accidentally killing your prisoners, use fists only with neither a melee nor ranged weapon equipped. Carefully watch the health of the prisoner pausing the game between each punch if needed. A colonist with no weapon (not even a ranged weapon) does up to 7 base blunt damage per punch (see [[Weapons#Base Melee Stats|Base Melee Stats]] for details), so when any single body part falls below 8 hp remaining, stop and allow the prisoner to heal.  This will allow you to train medical skill as well.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Construction is already trained quite efficiently by simply using the skill, since construction is such a common activity in an expanding colony.&lt;br /&gt;
&lt;br /&gt;
Smoothing walls and floors counts as construction, is very time consuming, and does have no quality penalty associated with it.  It is maybe the best way to train a low skilled worker, without the risk of wasting materials or creating bad products.  Having your apprentices do the smoothing keeps the master constructors free for more demanding work.  Restrict the trainee colonists to the respective areas by creating a temporary zone, and let them do wall and floor smoothing exclusively for a while.&lt;br /&gt;
&lt;br /&gt;
Making furniture is not the best way to train construction, because colonists with low skill will produce low quality furniture, which has then to be deconstructed and re-built, wasting material in the process.  You can, however, keep deconstructing and reconstructing the furniture until the desired quality level is produced, if you do not mind losing some resources along the way; the popular mod ''Quality Builder'' helps tremendously.&lt;br /&gt;
&lt;br /&gt;
If you are about to build a lot of walls in the colony, you can temporarily take your capable builders '''off''' the construction task, and let only your trainees build the walls and roofs.  Walls do not have a quality stat, so it is not possible to create bad products.  The apprentices will take a little longer, and probably &amp;quot;botch&amp;quot; construction several times, but the end result will be the same.&lt;br /&gt;
&lt;br /&gt;
Do not train construction when high value material is involved, such as cloth (for carpets) or components (when making things like power generators).  If the colonist &amp;quot;botches&amp;quot; construction in these cases, a fair amount of material will be irretrievably wasted; only do this if you have plenty of surplus so it would not matter.&lt;br /&gt;
&lt;br /&gt;
=== Chair method ===&lt;br /&gt;
The amount of work it takes to build a wooden chair is much more than most other items. Each chair built generates roughly 1,000 progress points, allowing you to estimate 1K progress points to each chair built.&lt;br /&gt;
&lt;br /&gt;
=== Repairing things to learn construction ===&lt;br /&gt;
'''Only do this with a colonist that really needs to be up to speed in construction ''now'', if you have absolutely no other suitable construction work to do at the moment.  Repairing structures just for training is probably the worst kind of monkey business you could give to your colonists, and a horrible waste of work hours.'''&lt;br /&gt;
&lt;br /&gt;
You can damage structures, usually purpose-built stone walls, deliberately by damaging them with melee attacks, shots or grenade blasts, and then have your construction builders repair them.&lt;br /&gt;
&lt;br /&gt;
This will not train shooting skill.  Use the shooters only to damage the structure, then undraft them and have them resume their regular colony duties.  Of course the shooters could be the very same people who will do the repair work just after.  Shooting skill does not matter much in this case, as pretty much everybody is able to hit a wall from point blank range...&lt;br /&gt;
&lt;br /&gt;
* By far the best approach is to ''smooth'' any stone wall, damage it, and repair it.  Smoothed walls count as constructed walls, so they can be repaired.  A smoothed granite wall does have 900 hit points, almost as much as a [[plasteel]] wall.  Smoothing the wall will be training ''construction'' as well, hitting two birds with a single stone.&lt;br /&gt;
* Designate the colonists you intend to train so that they can only repair.  Create a [[zone]] around the training area, and the general facilities of the base, then restrict the trainees to this zone.&lt;br /&gt;
* Skill training becomes much less effective after 4000 XP has been acquired in a skill during a day.  Take the trainees off the training task by removing their zone restriction after the XP cap has been reached for the day.&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
Unskilled miners will let resources go to waste if they mine an ore vein.  You can check a colonists [[Mining Yield| mining yield]] stat to see if they are already at 100%.  If they're not, do not use them to extract valuable resources from a mountain.&lt;br /&gt;
&lt;br /&gt;
To train these people, restrict them to a temporary zone with a mining job in it that does not include any valuable ores (even [[steel]] will become valuable eventually, make no mistake...).  If you dig into a mountain face randomly, be aware that this could become a space for [[infestation]]s to spawn if the location is too close to your colony.&lt;br /&gt;
&lt;br /&gt;
If you have developed [[Deep drill| deep drilling]] already, you can let your apprentice miners work the drills.  Waste of resources is usually not a problem anymore at this point.&lt;br /&gt;
&lt;br /&gt;
== Cooking ==&lt;br /&gt;
The ''cooking'' skill level is increased by ''butchering'', ''cooking'' meals at a stove or campfire, and also by making [[smokeleaf joint]]s. If an unskilled cook prepares meals, they carry an increased risk of [[food poisoning]].  This is a fairly disrupting condition that should be avoided, so it is not optimal to train a new cook by letting them prepare meals.&lt;br /&gt;
&lt;br /&gt;
=== Making kibble ===&lt;br /&gt;
[[Kibble]] never carries food poisoning, making it a safe practice food.  It is highly profitable to make kibble if you have ''insect meat'' or ''human meat'', and [[hay]] – even if there are no animals to feed – because all kibble has the same market value, no matter the ingredients.&lt;br /&gt;
&lt;br /&gt;
=== Making smokeleaf joints ===&lt;br /&gt;
Rolling [[smokeleaf joint]]s out of [[smokeleaf leaves]] is a cooking activity.  Joints obviously can not carry food poisoning, making it a safe task to train any cook.  Be aware that the value added by making joints from leaves is not work efficient, so outside of training cooks or making the joints for personal use it is better to sell your leaves directly.&lt;br /&gt;
&lt;br /&gt;
Set up a dedicated work bill at the drug lab, and ''restrict it to the character that you would like to train in cooking''.  The character needs to have priority to &amp;quot;Craft&amp;quot; things on the work tab.  Make sure the drug lab is not occupied by other tasks; the easiest way is to put the smokeleaf job in the first slot on the list of bills.&lt;br /&gt;
&lt;br /&gt;
This strategy requires ''drug production'' to be researched, and to grow or buy [[smokeleaf leaves]].  The latter is, of course, a way to train the ''plants'' skill (sowing ''smokeleaf'' only requires 4 ''plants'' skill).  Smokeleaf products have good recreational and cash (trade) value.&lt;br /&gt;
&lt;br /&gt;
Training cooks with smokeleaf is an excellent strategy.&lt;br /&gt;
&lt;br /&gt;
== Plants (growing) ==&lt;br /&gt;
&lt;br /&gt;
Letting an unskilled grower harvest your fields will waste some of the product; check the [[harvest yield]] stat of the colonist.  If you need to avoid this, you will have to create a – possibly large – restriction zone to keep this colonist out of the area that they must not harvest.  Allow them areas where sowing needs to happen.&lt;br /&gt;
&lt;br /&gt;
Chopping trees is a good way to train ''plants''.  Disallow the task (&amp;quot;plant cut&amp;quot; in the work tab) for your skilled growers, so your trainees will get more opportunities to chop wood.&lt;br /&gt;
&lt;br /&gt;
If you are growing plants that only skilled workers can sow (like [[Devilstrand]] and [[Healroot]]), make sure that your trainees will sow ''all the other fields''.  Do not let your skilled growers take that work away from them.  Again, you will probably need to use restriction zones or work tab micromanagement to facilitate this.&lt;br /&gt;
&lt;br /&gt;
The ''Work Tab'' addon by ''Fluffy'' makes partitioning the growing tasks a ''lot'' easier, avoiding the use of temporary zone restrictions.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
&lt;br /&gt;
The only way to practice crafting is to make things, either at a crafting spot, tailoring bench or smithy.  Fabrication benches are only usable by already skilled crafters.  Drug production and brewing does ''not'' train crafting.&lt;br /&gt;
&lt;br /&gt;
If you have no good crafters yet, you will produce many items of &amp;quot;poor&amp;quot; or &amp;quot;awful&amp;quot; quality.  It is not possible to retrieve raw materials from ''crafted'' items (unlike ''constructed'' items) – after you have crafted an item, you have to either use it or sell it as it is.  This means you should not use any valuable materials, such as [[Thrumbofur]], [[Megasloth wool]], [[Hyperweave]] or [[Plasteel]] to practice crafting.  Only let your most competent people handle these super-valuable materials.&lt;br /&gt;
&lt;br /&gt;
''Weapons are not a good item class to practice crafting'', because they only sell for 20% of the normal price.  This is good for game balance, because a lot of weapons are dropped during raids, but it means that it is practically impossible to make money from crafted weaponry.  Only craft weapons that you expect to use.&lt;br /&gt;
&lt;br /&gt;
This leaves ''armor items'' and ''clothing'': armor requires valuable ingredients, so '''usually crafting is practiced making clothes'''.&lt;br /&gt;
&lt;br /&gt;
Crafted items get a ''market value'' that is composed of&lt;br /&gt;
* the work invested into making the item&lt;br /&gt;
* the value of the raw materials used&lt;br /&gt;
* the [[quality]] of the item&lt;br /&gt;
&lt;br /&gt;
The market value multiplier for &amp;quot;awful&amp;quot; items is 50%, for &amp;quot;poor&amp;quot; items it is 75%.  In those cases it would have been better to sell the raw materials instead of the item!  To cut your inevitable losses, '''only use the cheapest material you can find if you expect to produce a lot of bad quality stuff'''.  Good candidates are [[birdskin]], [[pigskin]], [[lightleather]], [[patchleather]] and [[plainleather]].  In particular, do ''not'' use [[cloth]] (needs to be bought or grown) or [[human leather]] (too expensive).&lt;br /&gt;
&lt;br /&gt;
To further limit your losses, you can slow down the work deliberately, by crafting under poor conditions (outside, in the dark, not using electricity, in the cold, ...).  Skill experience is granted ''over time'' and not ''by work units''.  Crafting as slowly as possible means you will waste less material in the same time span.  Only do this while crafting at level 5 or lower; from level 6, you can expect to [[quality|at least break even on average with regards to material cost]].&lt;br /&gt;
&lt;br /&gt;
If you have a competent crafter (level 8 or higher) that you want to train further, one good way is to let them make [[advanced component]]s at a fabrication bench.  You will need a lot more ''advanced components'' to build the space ship than you can usually buy from traders, so making them early is never a waste of effort.  They do not have a quality rating, as long as your crafter can make them you will get full value.  Likewise, bionic limbs and organs can be made by anyone who meets the skill requirement, but it is difficult to know in advance which ones you will need (''arms'' are never useless, however).&lt;br /&gt;
&lt;br /&gt;
== Artistic ==&lt;br /&gt;
&lt;br /&gt;
There is not much to be said about training ''artistic'' crafting; just have your aspiring artist craft as many sculptures as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Awful&amp;quot; sculptures have a ''negative'' beauty value, so they actually make the environment more ugly.  Great to put into the bedrooms of [[traits|ascetic]] colonists, but should be deconstructed otherwise.&lt;br /&gt;
&lt;br /&gt;
Use the material that you can spare the most of; wood is often a good choice.  [[Jade]] has the best balance of beauty and availability, so it should be reserved for more capable, possibly [[mental inspiration|inspired]] artists.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
&lt;br /&gt;
There is something that a typical ''Rimworld'' campaign never lacks: work for your doctors and surgeons.  It is still possible to get some extra training.&lt;br /&gt;
&lt;br /&gt;
Performing any type of '''surgery''' is staggeringly efficient for training ''medical'': performing surgery awards 16 times as much XP (per time spent) as other work.  This includes all kinds of body part replacements, organ harvesting, euthanizing humans ''and animals''.&lt;br /&gt;
&lt;br /&gt;
* If you have human &amp;quot;patients&amp;quot;, '''install and remove jaw dentures'''.  This requires medical skill 2, no material except medicine, and the patient has no risk of dying on the table.  It will leave the person permanently mangled, lowering their market value (which is not important unless you want to sell the person into slavery).  Do not do it to healthy colonists or prisoners you plan to recruit.  This procedure as well as leg replacements are ''not'' counted as ''organ harvesting'', even if performed on a healthy patient.&lt;br /&gt;
&lt;br /&gt;
* If human subjects are not available, you can '''euthanize animals'''.  This is a shorter procedure than the jaw replacement (worth only a third of the XP) but it has no medical skill requirement.  This is great for training completely unskilled doctors.  A failed procedure is both unlikely and of no consequence.  You can euthanize one of your tame animals, or &amp;quot;rescue&amp;quot; a hunted (downed) animal, just to euthanize it straight away.  Tame chickens are the best source of animals, because you usually want to weed out the males, and euthanizing a freshly hatched chick will give the same XP as any other animal would.  ''Only use herbal medicine'' for this procedure; better medicine is not required and would be wasted.&lt;br /&gt;
&lt;br /&gt;
* Organ harvesting is also great training, and can be done three times per customer, eg. by taking a kidney, a lung and a heart.  It is strongly [[Human resources|frowned upon]] by most colonists.  It is also profitable, but only do it if you can afford the colony-wide mood penalty, which lasts for 8 days.&lt;br /&gt;
&lt;br /&gt;
The XP granted by a surgical procedure depends on work speed of the pawn, work units required and skill passion.  For reference: at 100% ''medical operation speed'' and ''Interested'' passion, 2,000 XP are granted from performing a leg replacement.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly.  Spread out the procedures over multiple doctors and days.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Each social chat with a colonist gives 4 ''social'' XP per per speech balloon at ''Interested'' passion and neutral mood modifier. &lt;br /&gt;
&lt;br /&gt;
Having a friendly chat with a prisoner in order to convince him or her to join the colony gives roughly 50 ''social'' XP at ''Interested'' passion, per speech balloon. If you are recruiting prisoners, only assign the &amp;quot;Wardening&amp;quot; work type to the colonists whose social skill you want to improve.  The ''Work Tab'' mod (or a similar mod) allows more control over the various tasks related to wardening, so it is recommended to make this more viable in normal colony operation.&lt;br /&gt;
&lt;br /&gt;
Setting the prisoner interaction mode to &amp;quot;Reduce resistance&amp;quot; (and not &amp;quot;Recruit&amp;quot;) will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive.  Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills.&lt;br /&gt;
&lt;br /&gt;
== Intellectual ==&lt;br /&gt;
''Intellectual'' skill is gained by doing research, and by making hard drugs and medicine.  There are no special techniques available to make this more efficient.  All research done is equally valuable, and neither medicine nor drugs have a quality rating; this means that who you employ for these jobs only influences how long it takes to finish them.&lt;br /&gt;
&lt;br /&gt;
Usually your colony will want to research new technologies, so there is normally no question how to employ pawns with intellectual skill or interest.&lt;br /&gt;
&lt;br /&gt;
Crafting [[wake-up]], [[flake]] and [[go-juice]] are all very profitable, so this is recommended if you do not need another researcher at the time, and can stock up on [[neutroamine]] and [[psychoid leaves]].&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
The ''animals'' skill is very versatile, and can be trained in various ways.&lt;br /&gt;
&lt;br /&gt;
There are two animals related tasks where unskilled colonists can be a liability:&lt;br /&gt;
* Failed tame attempts may cause the animal to retaliate; this often leads to the animal handler getting injured, usually as far away from the base as possible...&lt;br /&gt;
* Milking or shearing animals can fail, resulting in ''all'' of the product going to waste; this is especially painful when shearing (gathering wool), because wool takes many days to grow back.&lt;br /&gt;
&lt;br /&gt;
Because of this it is best to let unskilled animal handlers only ''train animals'' that are already domesticated.  If this fails, some food will be wasted, and the animal might lose some training from decay, but nothing worse will happen.  Only your qualified animal handlers should be allowed to milk, shear or tame wild animals.&lt;br /&gt;
&lt;br /&gt;
It is very finicky to assign all your animal handlers to the jobs best suited for them.  It can be done with a lot of manipulation of temporary zone restrictions, but the recommended way is to install a mod like ''Work Tab'': it allows for fine-grained control of the various animals related sub-tasks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
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{{nav/guides}}&lt;br /&gt;
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[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=95554</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=95554"/>
		<updated>2021-10-23T00:06:37Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Targeted tantrum */&lt;/p&gt;
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A '''mental break''' may occur randomly when a pawns's negative thoughts outweigh their positive thoughts enough to push their overall [[mood]] below their [[Mental Break Threshold]]. Note that this is related to the sum of all the thoughts a pawn has, so small penalties can quickly add up to large effects on a pawn's stability. &lt;br /&gt;
&lt;br /&gt;
Extreme break threshold is 1/7 of the minor break threshold, while major break threshold is 4/7 of the minor break threshold. The default mental break thresholds are:&lt;br /&gt;
*Extreme break threshold: 5%&lt;br /&gt;
*Major break threshold: 20%&lt;br /&gt;
*Minor break threshold: 35%&lt;br /&gt;
&lt;br /&gt;
Mental break thresholds are affected by various [[traits]]. The minor break threshold is capped between 1% to 50%&lt;br /&gt;
&lt;br /&gt;
The severity of a mental break depends on how far below their threshold they are:&lt;br /&gt;
&lt;br /&gt;
*Below their base mental break threshold, they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
*Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
*Below their minor break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
&lt;br /&gt;
Once a pawn's mental break ends, they'll usually get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will also have a chance to receive an inspiration after a mental break ends. It is currently unknown if this applies to non-colonist pawns.&lt;br /&gt;
&lt;br /&gt;
While a colonist is experiencing a mental break, you have no direct control over them, but you can [[drafting|draft]] another colonist to attempt to arrest said colonist. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, this will cause the loss of his/her colony membership status, removing the pawn from your colonist bar. Releasing them will return them back to the colony, but eliminates the catharsis bonus, instead yielding a 'was imprisoned' negative thought that can lead to further mental breaks.&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break inflicting unconsciousness - such as by beating the pawn with blunt trauma until they are incapacitated by pain or inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the one(s) who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]]. This also does not grant the Catharsis mood buff unless the pawn is going berserk.&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever meals they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]]. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this more often.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out and refusing to satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bed assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly insult one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to -33 mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on social drugs (i.e. [[beer]], [[smokeleaf joint]]s).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
Social drug binges will also occasionally happen for those with the [[Traits#ChemicalInterest|chemical interest]] trait regardless of mood, and still applies the catharsis thought afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own.&lt;br /&gt;
&lt;br /&gt;
The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1 (See Below)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Identical to the above, but with a shorter minimum time. This effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1 (See Above)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction. Or your stack of 30 components right as you set your little shack up after crashlanding. May as well restart the game after this.&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to melee attack prisoners until they are downed (or killed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus.&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed a corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to go berserk, melee attacking any living creature near them. The pawn will not intentionally kill anything (although unlucky hits may still result in death), instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Pawns with the [[traits#Pyromaniac|pyromaniac trait]] will occasionally suffer this mental break regardless of mood (though it will happen less frequently as mood increases). As of Beta 18, pyromaniacs no longer gain the Catharsis thought after fire starting sprees.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on hard drugs (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than soft drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction. As with soft binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Traits#Drug Desire|chemical fascination]] trait will occasionally suffer this break regardless of mood, and still gain the catharsis mood afterwards (if they don't die from an overdose).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonia===&lt;br /&gt;
Causes the pawn to enter a catatonic state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonia is technically a health condition, usage of the [[healer mech serum]] can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to incite a prison break.&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them a [[Prisoner#Prison_breaks|prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or incapacitated before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a bonded animal or your favorite tamed thrumbo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.&lt;br /&gt;
#Immediately rescuing the murder target once they are downed causes the murderous pawn to select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Maximum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to incapacitate.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait, however more testing is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their bonded master dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.2 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.02 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the likes. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to berserk. A manhunter animal will seek out and attack any humans on the map it can reach. The mental break can be triggered by the death of their bonded master (only applies to tamed animals), via a random event (mad animal or psychic wave), being injured by any humanlike pawn or a failed taming attempt angering the animal. A player should take care about what animals they hunt, because although some species rarely turn manhunter, others have no tolerance. If one animal in a herd is angered, '''the entire herd''' may turn manhunter. Manhunter animals will attempt to break down doors if they see a colonist hide behind them, so they are not completely safe against them.&lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, or once forcibly subdued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mean time between Recovery:''' 0.3 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Permanent ====&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a manhunter pack. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
*  Beta 18 - large number of new mental breaks were added.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=93989</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=93989"/>
		<updated>2021-10-06T00:54:29Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Artistic */&lt;/p&gt;
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{| align=center&lt;br /&gt;
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{{TOCright}}&lt;br /&gt;
Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show &amp;quot; - &amp;quot; under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[neurotrainer]].&lt;br /&gt;
&lt;br /&gt;
= Learning skills =&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
&lt;br /&gt;
All skills are acquired and improved by performing their associated work types or tasks.  Doing so will earn the character ''experience points'' per skill, which in turn will ''level up'' the skills.  The resulting ''skill level'' then improves the performance in all associated tasks and types of work.  Skills are levelled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special tactics can be employed to more effectively steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article]] on skill training for more information.&lt;br /&gt;
&lt;br /&gt;
== Skills vs work types ==&lt;br /&gt;
&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
== Game mechanics related to skills and levels ==&lt;br /&gt;
&lt;br /&gt;
Skill levelling in ''Rimworld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached.&lt;br /&gt;
&lt;br /&gt;
Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
As an example, consider the influence of ''mining skill'' on ''mining speed'':  12% additional mining speed is granted (additively, and relative to a &amp;quot;base speed&amp;quot;) by each skill level.  However, each additional 12% costs more and more XP, which translates into more and more time spent mining.  The same principle applies to many other skills, such as researching and the ''intellectual'' skill.&lt;br /&gt;
&lt;br /&gt;
An exception can be made for the '''artisan''' skills: ''crafting'' (ie. smithing and tailoring), ''artistic'' and ''construction''.  A high level in these skills allows creating items of exceptional quality (''excellent'' or better), and gives a good chance to create a ''legendary'' item when the pawn is ''inspired''.  Items get disproportionately more valuable at high quality levels.  This may compensate for the lost efficiency when training a master in a skill.&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Too smart 	&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert.&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points and then losing a further 1000 points, preventing pawns from bouncing between levels when right around the threshold. Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level. Instead, gained XP simply cancels out loss and vice versa on a 1-to-1 basis.&lt;br /&gt;
&lt;br /&gt;
XP is lost at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear.  It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.&lt;br /&gt;
&lt;br /&gt;
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20.  This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20.  In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed!  Working faster does not make it easier or faster to gain XP, or compensate the decay loss.&lt;br /&gt;
&lt;br /&gt;
So the higher you go, the harder it becomes to even maintain the current skill level.  This is why actual &amp;quot;legendary masters&amp;quot; are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).&lt;br /&gt;
&lt;br /&gt;
===Traits and other factors===&lt;br /&gt;
Several [[traits]] affect pawn skills. Some directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4. Others affect skill mechanics themselves. These include: &lt;br /&gt;
* [[Traits#Great memory|Great Memory]] - which halves the skill decay rate for a pawn.&lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases [[Global Learning Factor]] +75%, while also inflicting a penalty to mental break threshold.&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&lt;br /&gt;
&lt;br /&gt;
= List of skills =&lt;br /&gt;
&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[Skills#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
== Artistic ==&lt;br /&gt;
&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill makes the artist work faster, and increases the chance for a higher quality, in this case more beautiful, sculpture.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Artistic]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Construction skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cooking ==&lt;br /&gt;
The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.&lt;br /&gt;
&lt;br /&gt;
A cooking skill of at least 6 is required to make a [[fine meal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
A cooking skill of at least 10 is required to make a [[lavish meal]].&lt;br /&gt;
&lt;br /&gt;
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.&lt;br /&gt;
&lt;br /&gt;
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]].&lt;br /&gt;
&lt;br /&gt;
The crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s. It also determines the amount of resources produced.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Crafting skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
The melee skill determines a characters' chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
== Mining ==&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Intellectual ==&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]]&lt;br /&gt;
Each point increases speed by 11.5%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Harvesting&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some plants require a minimum plants skill in order to plant them:&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill = Required skill |+align=center&lt;br /&gt;
| sort=Minimum Required Growing Skill&lt;br /&gt;
| order=asc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
== Shooting ==&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
== Social ==&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Passion =&lt;br /&gt;
&lt;br /&gt;
[[File:Skill acquirement.png|525px|thumb|right|This character is currently learning &amp;quot;construction&amp;quot;.  The &amp;quot;soft&amp;quot; XP cap of 4000 per day has been reached.  This character's skill gains are further modified by the &amp;quot;Fast Learner&amp;quot; trait, and effectively also by the &amp;quot;Neurotic&amp;quot; trait that increases work speed.  (The green arrow on the &amp;quot;construction&amp;quot; skill bar is added by the popular &amp;quot;TD Enhancement Pack', and not visible in the unmodified game.)]]&lt;br /&gt;
&lt;br /&gt;
The learning speed in a skill depends on the ''passion'' for the skill.  Passions are indicated by a flame icon next to the skill experience bar on the character's ''Bio'' tab.&lt;br /&gt;
&lt;br /&gt;
Most commonly there is no ''passion'' for a skill, and the character learns this skill at 35% of the base rate.&lt;br /&gt;
&lt;br /&gt;
There is absolutely no way to change a character's skill passions in the unmodified game.&lt;br /&gt;
&lt;br /&gt;
There are colonist [[trait]]s that give global bonuses to skill learning: &amp;quot;Too smart&amp;quot; and &amp;quot;Fast Learner&amp;quot; both increase all skill acquirement by 75%.  This is independent of the passions for the individual skills.  Effects from these traits are not correctly explained in a skill's tooltip information.&lt;br /&gt;
&lt;br /&gt;
''Once colonists have acquired 4000 XP in a skill, per day, further learning of this skill is sharply reduced to 20% of the usual rate.''  This is indicated when mousing over a skill bar in the ''Bio'' tab.&lt;br /&gt;
&lt;br /&gt;
Skill gains from using a [[neurotrainer mech serum]] are influenced by ''passion''.  This makes the item a lot more valuable when used by characters with a passion for the associated skill.&lt;br /&gt;
&lt;br /&gt;
== Effect on [[mood]] ==&lt;br /&gt;
&lt;br /&gt;
''Passion'' influences a character's [[mood]].  If the pawn is &amp;quot;interested in&amp;quot; or &amp;quot;burning for&amp;quot; learning a skill, this gives them a substantial mood boost for the duration of the activity.&lt;br /&gt;
* ''Interested'' gives +8 mood (&amp;quot;Minor passion for my work&amp;quot;).&lt;br /&gt;
* ''Burning'' gives +14 mood (&amp;quot;Burning passion for my work&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In some cases this effect is not visible, if the activity is intermittent (such as hunting animals).&lt;br /&gt;
&lt;br /&gt;
The significant mood boosts can be used to keep a pawn from heaving a ''mental break'' by putting them on a task they are passionate for.&lt;br /&gt;
&lt;br /&gt;
== Degrees of ''passion'' ==&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
Skills with no flames; can be considered the default passion for a skill, and is the most common. Characters with no passion for a skill only gain experience at 35% of the standard rate.&lt;br /&gt;
&lt;br /&gt;
=== Interested ===&lt;br /&gt;
[[File:PassionMinor.png|24px|left]] Skills with one flame. Characters that are ''interested'' in a skill will gain experience at the standard rate of 100%.{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Burning ===&lt;br /&gt;
[[File:PassionMajor.png|24px|left]] Skills with two flames. Characters with a ''burning'' passion for a skill will gain experience at 150% of the standard rate.{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Experience Table =&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Version History =&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=93988</id>
		<title>User:ItsNotReallyEditing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=93988"/>
		<updated>2021-10-06T00:34:36Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Hello&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*These are my contributions: https://rimworldwiki.com/wiki/Special:Contributions/ItsNotReallyEditing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Might be taking a break from the wiki for a few months&amp;lt;/s&amp;gt;&lt;br /&gt;
*Coming back because of 1.3&lt;br /&gt;
ok &lt;br /&gt;
might actually come back for real I have schoolwork though so like&lt;br /&gt;
I don't know man&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;To Do:&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Brambles]] cover effectiveness and walk speed reduction&lt;br /&gt;
**&amp;lt;s&amp;gt;I tested in game but did not see a walk speed reduction at bottom of screen despite the description of brambles, could this be mod-tainting?&amp;lt;/s&amp;gt;&lt;br /&gt;
**Find actual movement factor of brambles&lt;br /&gt;
*Pictures&lt;br /&gt;
**Pictures for the [[titles]] page (¼ done)&lt;br /&gt;
**Pawn pictures&lt;br /&gt;
***Tribal and Outlander traders&lt;br /&gt;
***Smoke Grenadiers&lt;br /&gt;
***Travelers in general&lt;br /&gt;
**Pictures of [[Snow]] and add more details and an infographic&lt;br /&gt;
**Explosion AoE pictures for explosive weapons, shells, and boomanimals&lt;br /&gt;
**Monument pix&lt;br /&gt;
*&amp;lt;s&amp;gt;The description for [[Animal sleeping spot]] is actually for the [[Sleeping spot]] (for humans).&amp;lt;/s&amp;gt;&lt;br /&gt;
**Should be fixed [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 00:42, 29 April 2021 (UTC)&lt;br /&gt;
*Pages wanted&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Lightning]]&amp;lt;/s&amp;gt;&lt;br /&gt;
**[[Permadeath save conversion guide|Converting a Permadeath save to non-permadeath save file editing guide]]&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Ship landing beacon]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Monument]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;br /&gt;
*1.3 and Ideology brings new menus&lt;br /&gt;
**Update pic of schedule with meditation assignemnt&lt;br /&gt;
**Update pic of assign tab with medicine carry&lt;br /&gt;
**Picture and further description of Ideology tab&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=93987</id>
		<title>Biosculpter pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=93987"/>
		<updated>2021-10-06T00:23:33Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}{{infobox main|misc|&lt;br /&gt;
| name = Biosculpter pod&lt;br /&gt;
| image = Biosculpter pod.png|Biosculpter pod&lt;br /&gt;
| description = An immersive pod equipped with a biosculpting fluid injector and attached control system. It can perform a variety of biological alterations including age reversal and pleasure-giving. Each pod becomes biotuned to its user, and cannot be used by anyone else. Biotuning resets after 60 days. Believers in transhumanism believe biosculpter pods are of critical importance in their quest to transcend normal human physical limitations.&lt;br /&gt;
| type = Misc&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = Yes&lt;br /&gt;
| size = 2 ˣ 3&lt;br /&gt;
| hp = 250&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| cover = &lt;br /&gt;
| power = -150&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| stuff tags = &lt;br /&gt;
| research = Biosculpting&lt;br /&gt;
| work to make = 2800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| resource 3 = &lt;br /&gt;
| resource 3 amount = &lt;br /&gt;
| resource 4 = &lt;br /&gt;
| resource 4 amount = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| mass base = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Biosculpter pod''' is a new building added by the [[Ideology DLC]]. It's unlocked by researching [[Research#Biosculpting|Biosculpting]]. It's very important to colonies with Transhumanist [[ideoligion]], but other colonies can still build and use it.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The biosculpter pod can be built with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
It can perform four different operations on a colonist. After an operation, the pod becomes attuned to that colonist, forbidding usage by other colonists for 60 days. Each operation takes between 4 to 25 [[Time|days]] to complete. The time to complete is affected by room cleanliness and is further reduced by half for colonists with Transhumanist ideoligion. It also requires nutrients to complete a cycle, which needs to be loaded by colonists. It accepts things like [[human meat]] and [[kibble]], without mood impact on colonists, but does not accept [[hay]].&lt;br /&gt;
&lt;br /&gt;
Room [[cleanliness]] increases the speed of the the biosculpting cycle, with cleaner rooms being faster. 0.6 cleanliness ([[Sterile tile]] flooring) grants a 115% speed-factor.&lt;br /&gt;
&lt;br /&gt;
A colonist inside the biosculpting pod will have the progression of any [[diseases]] stopped for the duration of the pod operation. The pod will not cure the disease or have any other effect on it.&lt;br /&gt;
&lt;br /&gt;
In the case of power loss, the biosculpting will pause until power is restored or 24 hours pass without power, at which the biosculpting cycle will automatically be interrupted and the colonist will be ejected. They will get [[biosculpting sickness]] temporarily.&lt;br /&gt;
&lt;br /&gt;
Conditions that will be or can be healed by a biosculpter cycle will be listed in the confirmation dialog displayed when ordering a pawn to enter or load another into the biosculpter.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Drug highs and tolerances do not decay while in a pod, but the time for scheduled use still progresses. Thus a pawn may take a dose, get in a pod, have the timer to their next dose tick down, and then take a second scheduled dose while still under the effects of the first. This can turn otherwise safe or low risk drug schedules into dangerous ones and runs the risk of addictions.&lt;br /&gt;
[[Food poisoning]] and [[toxic buildup]] similarly do not progress while in the pod.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- {{#vardefine: medicTime | 6}}{{#vardefine: regenTime | 25}}{{#vardefine:ageTime | 8}}{{#vardefine: pleasureTime | 4}} &lt;br /&gt;
! rowspan=2| Circumstances !!  colspan=4 | Cycle time ([[Time|days]])&lt;br /&gt;
|-&lt;br /&gt;
! Medic !! Bioregeneration !! Age reversal !! Pleasure&lt;br /&gt;
|-&lt;br /&gt;
! Default&lt;br /&gt;
| {{#var: medicTime}} || {{#var: regenTime}} || {{#var:ageTime}} || {{#var: pleasureTime}} &lt;br /&gt;
|-&lt;br /&gt;
! Sterile&lt;br /&gt;
| {{#expr: (1/1.15)*{{#var: medicTime}} round 2}} || {{#expr: (1/1.15)*{{#var: regenTime}} round 2}} || {{#expr: (1/1.15)*{{#var:ageTime}} round 2}} || {{#expr: (1/1.15)*{{#var: pleasureTime}} round 2}} &lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| {{#expr: 0.5*{{#var: medicTime}} round 2}} || {{#expr: 0.5*{{#var: regenTime}} round 2}} || {{#expr: 0.5*{{#var:ageTime}} round 2}} || {{#expr: 0.5*{{#var: pleasureTime}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist and Sterile&lt;br /&gt;
| {{#expr: (0.5/1.15)*{{#var: medicTime}} round 2}} || {{#expr: (0.5/1.15)*{{#var: regenTime}} round 2}} || {{#expr: (0.5/1.15)*{{#var:ageTime}} round 2}} || {{#expr: (0.5/1.15)*{{#var: pleasureTime}} round 2}}&lt;br /&gt;
|}&lt;br /&gt;
Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.&lt;br /&gt;
===Medic===&lt;br /&gt;
[[File:BiosculpterCycleHealing.png|left|frameless]]&lt;br /&gt;
{{quote|Heal all fresh wounds, blood loss, and one random infectious disease|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Medic''' costs 5 nutrients and takes 6 days to complete. It heals all fresh wounds, bloodloss and one random [[disease]].&lt;br /&gt;
&lt;br /&gt;
It can cure: [[Malaria]], [[Sleeping sickness]], [[Flu]], [[Plague]], [[Gut worms]], [[Muscle parasites]], and [[Infection]]s.&lt;br /&gt;
&lt;br /&gt;
===Bioregeneration===&lt;br /&gt;
[[File:BiosculpterCycleBioregeneration.png|left|frameless|64px]]&lt;br /&gt;
{{quote|Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Bioregeneration''' costs 30 nutrients and {{icon small|Glitterworld medicine}} 2 [[glitterworld medicine]] and takes 25 days to complete. The [[Research#Bioregeneration|Bioregeneration]] research project must be completed before it can be used. It heals all fresh wounds, one random permanent injury, and restores destroyed or missing minor body parts. &lt;br /&gt;
&lt;br /&gt;
It can heal on the following permanent injuries: scars including brain scars,  [[Frail]], [[Cataract]]s, [[Bad back]], [[Asthma]], [[Hearing loss]], and [[Artery blockage]]s.&lt;br /&gt;
&lt;br /&gt;
It does not heal: [[Alzheimer's]], [[Dementia]], [[Toxic buildup]], missing body parts, [[Luciferium]] need, addictions or [[diseases]].&lt;br /&gt;
&lt;br /&gt;
It can restore the following body parts: Eye, Ear, Nose, Finger, Toe, and Tongue.&lt;br /&gt;
&lt;br /&gt;
===Age reversal===&lt;br /&gt;
[[File:BiosculpterCycleAgeReversal.png|left|frameless]]&lt;br /&gt;
{{quote|Reverse one year of aging.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Age reversal''' costs 5 nutrients and takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 18. Colonists with Transhumanist ideoligions are granted '''Received age reversal''' thought, which adds 3 mood for 4 days, but they will expect yearly treatments.&lt;br /&gt;
&lt;br /&gt;
===Pleasure===&lt;br /&gt;
[[File:BiosculpterCyclePleasure.png|left|frameless]]&lt;br /&gt;
{{quote|Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.|Tooltip}}&lt;br /&gt;
&lt;br /&gt;
'''Pleasure''' costs 5 nutrients and takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +10 mood for 12 days.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while.&lt;br /&gt;
&lt;br /&gt;
Healing can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. Repairing these scars would otherwise require a rare [[Healer mech serum]] or a permanent commitment to [[luciferium]]. &lt;br /&gt;
&lt;br /&gt;
Because of the 60 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row. &lt;br /&gt;
&lt;br /&gt;
There currently is an exploit that allows you to uninstall active biosculpters and still have them biosculpt a pawn without consuming power or nutrition.&lt;br /&gt;
&lt;br /&gt;
It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist. This can not only save on many medicine, but also save the life of a colonist that you might not otherwise have been able to treat in time.&lt;br /&gt;
Having a waiting pod near your colony defenses allows pawns to rapidly be placed in the pod - as they are effectively suspended as soon as they enter the pod, and all injuries will be healed once the cycle is complete, this effectively guarantees that a pawn that makes it to the pod will survive, even if they had seconds to live. They will also be free of any risk of infection. The downside to this is the increased healing time over traditional methods.&lt;br /&gt;
&lt;br /&gt;
Pleasure cycles are not worth the four days of inactivity, stuck in a pod. It only provides 12 days of +10 mood. By the time you have gotten the technology to use bioscultper pods, you should already have developed better mood management options, such as [[psychite tea]], which provides a +12 mood buff for a small amount of easily acquirable [[psychoid leaves]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Now ejects pawns when uninstalled, previously could be exploited to &amp;quot;pokeball&amp;quot; colonists, suspending them safely and indefinitely. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added copy/paste gizmos for biosculpter nutrition settings. Biosculpters now list what can or will be cured in the tooltip. Split biosculpter healing cycle into two distinct cycles: Medic and bioregeneration. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs. Reduced age reversal cycle duration from 10 to 8 days. Reduced nutrition requirements of healing and age reversal cycles from 10 to 5.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Bioregeneration cycle now requires 2 glitterworld medicine. Integrated artwork for bioregeneration cycle gizmo, previously it used the healing cycle artwork. Pawns in no longer get diseases while in the pod. Conditions that will be or can be healed by a biosculpter cycle now listed in confirmation dialog.&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=88842</id>
		<title>User:ItsNotReallyEditing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=88842"/>
		<updated>2021-08-05T18:30:57Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Hello&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*These are my contributions: https://rimworldwiki.com/wiki/Special:Contributions/ItsNotReallyEditing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Might be taking a break from the wiki for a few months&amp;lt;/s&amp;gt;&lt;br /&gt;
*Coming back because of 1.3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;To Do:&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Brambles]] cover effectiveness and walk speed reduction&lt;br /&gt;
**&amp;lt;s&amp;gt;I tested in game but did not see a walk speed reduction at bottom of screen despite the description of brambles, could this be mod-tainting?&amp;lt;/s&amp;gt;&lt;br /&gt;
**Find actual movement factor of brambles&lt;br /&gt;
*Pictures&lt;br /&gt;
**Pictures for the [[titles]] page (¼ done)&lt;br /&gt;
**Pawn pictures&lt;br /&gt;
***Tribal and Outlander traders&lt;br /&gt;
***Smoke Grenadiers&lt;br /&gt;
***Travelers in general&lt;br /&gt;
**Pictures of [[Snow]] and add more details and an infographic&lt;br /&gt;
**Explosion AoE pictures for explosive weapons, shells, and boomanimals&lt;br /&gt;
**Monument pix&lt;br /&gt;
*&amp;lt;s&amp;gt;The description for [[Animal sleeping spot]] is actually for the [[Sleeping spot]] (for humans).&amp;lt;/s&amp;gt;&lt;br /&gt;
**Should be fixed [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 00:42, 29 April 2021 (UTC)&lt;br /&gt;
*Pages wanted&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Lightning]]&amp;lt;/s&amp;gt;&lt;br /&gt;
**[[Permadeath save conversion guide|Converting a Permadeath save to non-permadeath save file editing guide]]&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Ship landing beacon]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Monument]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;br /&gt;
*1.3 and Ideology brings new menus&lt;br /&gt;
**Update pic of schedule with meditation assignemnt&lt;br /&gt;
**Update pic of assign tab with medicine carry&lt;br /&gt;
**Picture and further description of Ideology tab&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=88841</id>
		<title>User:ItsNotReallyEditing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=88841"/>
		<updated>2021-08-05T18:30:34Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: TODO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Hello&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*These are my contributions: https://rimworldwiki.com/wiki/Special:Contributions/ItsNotReallyEditing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Might be taking a break from the wiki for a few months&amp;lt;/s&amp;gt;&lt;br /&gt;
*Coming back because of 1.3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;To Do:&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Brambles]] cover effectiveness and walk speed reduction&lt;br /&gt;
**&amp;lt;s&amp;gt;I tested in game but did not see a walk speed reduction at bottom of screen despite the description of brambles, could this be mod-tainting?&amp;lt;/s&amp;gt;&lt;br /&gt;
**Find actual movement factor of brambles&lt;br /&gt;
*Pictures&lt;br /&gt;
**Pictures for the [[titles]] page (¼ done)&lt;br /&gt;
**Pawn pictures&lt;br /&gt;
***Tribal and Outlander traders&lt;br /&gt;
***Smoke Grenadiers&lt;br /&gt;
***Travelers in general&lt;br /&gt;
**Pictures of [[Snow]] and add more details and an infographic&lt;br /&gt;
**Explosion AoE pictures for explosive weapons, shells, and boomanimals&lt;br /&gt;
**Monument pix&lt;br /&gt;
*&amp;lt;s&amp;gt;The description for [[Animal sleeping spot]] is actually for the [[Sleeping spot]] (for humans).&amp;lt;/s&amp;gt;&lt;br /&gt;
**Should be fixed [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 00:42, 29 April 2021 (UTC)&lt;br /&gt;
*Pages wanted&lt;br /&gt;
**[[Lightning]]&lt;br /&gt;
**[[Permadeath save conversion guide|Converting a Permadeath save to non-permadeath save file editing guide]]&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Ship landing beacon]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Monument]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;br /&gt;
*1.3 and Ideology brings new menus&lt;br /&gt;
**Update pic of schedule with meditation assignemnt&lt;br /&gt;
**Update pic of assign tab with medicine carry&lt;br /&gt;
**Picture and further description of Ideology tab&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=88840</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=88840"/>
		<updated>2021-08-05T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The following '''menus''' are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]&lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]].&lt;br /&gt;
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.&lt;br /&gt;
&lt;br /&gt;
===Work types===&lt;br /&gt;
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Work type !! Description !! Relevant skill !! Category&lt;br /&gt;
|- id=&amp;quot;Firefight&amp;quot;&lt;br /&gt;
| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none&lt;br /&gt;
|- id=&amp;quot;Patient&amp;quot;&lt;br /&gt;
| '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See the 'bed rest' task to set the priority for non-disease injuries. || none || none&lt;br /&gt;
|- id=&amp;quot;Doctor&amp;quot;&lt;br /&gt;
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.&amp;lt;br/&amp;gt;Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.&lt;br /&gt;
&lt;br /&gt;
* Tend to patients with urgent needs. '''Priority:''' 110&lt;br /&gt;
* Tend to patients. '''Priority:''' 100&lt;br /&gt;
* Tend to self. '''Priority:''' 90&lt;br /&gt;
* Feed patients. '''Priority:''' 80&lt;br /&gt;
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70&lt;br /&gt;
* Rescue downed allies to bed. '''Priority:''' 60&lt;br /&gt;
* Tend to animals. '''Priority:''' 50&lt;br /&gt;
* Feed animals (patient animals only). '''Priority:''' 40&lt;br /&gt;
* Operate on animals. '''Priority:''' 30&lt;br /&gt;
* Take patients to bed for operations. '''Priority:''' 20&lt;br /&gt;
* Visit sick people . '''Priority:''' 10&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Medical|Medical]] || Caring&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Social (Visiting only)&lt;br /&gt;
|- id=&amp;quot;Bed rest&amp;quot;&lt;br /&gt;
| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]].  This is separate from a colonist's need to sleep to replenish rest. || none || none&lt;br /&gt;
|- id=&amp;quot;Basic&amp;quot;&lt;br /&gt;
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. &lt;br /&gt;
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500&lt;br /&gt;
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100&lt;br /&gt;
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50&lt;br /&gt;
&amp;amp;#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Warden&amp;quot;&lt;br /&gt;
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.&lt;br /&gt;
* Execute prisoners. '''Priority:''' 110&lt;br /&gt;
* Release prisoners. '''Priority:''' 100&lt;br /&gt;
* Take prisoners to bed. '''Priority:''' 90&lt;br /&gt;
* Feed prisoners. '''Priority:''' 80&lt;br /&gt;
* Deliver food to prisoners. '''Priority:''' 70&lt;br /&gt;
* Chat with prisoners. '''Priority:''' 60&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Handle&amp;quot;&lt;br /&gt;
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. &lt;br /&gt;
&lt;br /&gt;
* Feed animals. '''Priority:''' 150&lt;br /&gt;
* Slaughter animals. '''Priority:''' 100&lt;br /&gt;
* Milk animals. '''Priority:''' 90&lt;br /&gt;
* Shear animals. '''Priority:''' 85&lt;br /&gt;
* Tame animals. '''Priority:''' 80&lt;br /&gt;
* Train animals. '''Priority:''' 70&lt;br /&gt;
|| [[Skills#Animals|Animals]] || Animals&lt;br /&gt;
|- id=&amp;quot;Cook&amp;quot;&lt;br /&gt;
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. &lt;br /&gt;
&lt;br /&gt;
* Cook meals at stove. '''Priority:''' 100&lt;br /&gt;
* Cook meals at [[campfire]]. '''Priority:''' 97&lt;br /&gt;
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90&lt;br /&gt;
* Fill food [[hopper]]s. '''Priority:''' 50&lt;br /&gt;
* [[Brewery|Brew]] liquors. '''Priority:''' 30&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Cooking|Cooking]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Hunt&amp;quot;&lt;br /&gt;
| '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] || Violent&lt;br /&gt;
|- id=&amp;quot;Construct&amp;quot;&lt;br /&gt;
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. &lt;br /&gt;
&lt;br /&gt;
* Fix broken-down buildings. '''Priority:''' 120&lt;br /&gt;
* Uninstall structures. '''Priority:''' 110&lt;br /&gt;
* [[Build roof area|Build roofs]]. '''Priority:''' 100&lt;br /&gt;
* [[Remove roof area|Remove roofs]]. '''Priority:''' 90&lt;br /&gt;
* Construct placed frames. '''Priority:''' 80&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 70&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 60&lt;br /&gt;
* Deconstruct structures. '''Priority:''' 50&lt;br /&gt;
* Repair damaged things. '''Priority:''' 40&lt;br /&gt;
* Remove floors. '''Priority:''' 30&lt;br /&gt;
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20&lt;br /&gt;
* Smooth walls. '''Priority:''' 10&lt;br /&gt;
|| [[Skills#Construction|Construction]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Grow&amp;quot;&lt;br /&gt;
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. &lt;br /&gt;
&lt;br /&gt;
* Harvest crops. '''Priority:''' 100&lt;br /&gt;
* Sow crops. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Plants|Plants]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Mine&amp;quot;&lt;br /&gt;
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. &lt;br /&gt;
&lt;br /&gt;
* Mine. '''Priority:''' 100&lt;br /&gt;
* Drill at [[deep drill]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Mining|Mining]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Plant cut&amp;quot;&lt;br /&gt;
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Smith&amp;quot;&lt;br /&gt;
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] &lt;br /&gt;
&lt;br /&gt;
* Make weapons (at [[smithy]]). '''Priority:''' 115&lt;br /&gt;
* Make things at [[machining table]]. '''Priority:''' 75&lt;br /&gt;
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Tailor&amp;quot;&lt;br /&gt;
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Art&amp;quot;&lt;br /&gt;
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic&lt;br /&gt;
|- id=&amp;quot;Craft&amp;quot;&lt;br /&gt;
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
* Make things at [[crafting spot]]. '''Priority:''' 100&lt;br /&gt;
* Work at [[refinery]]. '''Priority:''' 97&lt;br /&gt;
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95&lt;br /&gt;
* Make [[stone blocks]]. '''Priority:''' 90&lt;br /&gt;
* [[Electric smelter|Smelt]] items. '''Priority:''' 80&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;Intellectual (Synthesize only)&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
| '''Haul''' || Haulers do a number of things, including:&lt;br /&gt;
* Rearm turrets. '''Priority:''' 150&lt;br /&gt;
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140&lt;br /&gt;
* Unload [[Pack animal|carriers]]. '''Priority:''' 130&lt;br /&gt;
* Load [[caravan]]. '''Priority:''' 120&lt;br /&gt;
* Load [[transport pod|transporters]]. '''Priority:''' 110&lt;br /&gt;
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100&lt;br /&gt;
* Haul corpses. '''Priority:''' 90&lt;br /&gt;
* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40&lt;br /&gt;
* Do bills at campfire (such as burning drugs). '''Priority:''' 30&lt;br /&gt;
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20&lt;br /&gt;
* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19&lt;br /&gt;
* Haul general things. '''Priority:''' 15&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 10&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 9&lt;br /&gt;
* Merge things. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Clean&amp;quot;&lt;br /&gt;
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Clear [[snow]]. '''Priority:''' 10&lt;br /&gt;
* Clean [[filth]]. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| '''Research''' || &lt;br /&gt;
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options.. '''Priority:''' 100&lt;br /&gt;
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50&lt;br /&gt;
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Intellectual|Intellectual]] || Intellectual&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.&lt;br /&gt;
&lt;br /&gt;
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 am), and the rest of the time at night as anything. The &amp;quot;anything time&amp;quot; minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from ?? am to ?? pm to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
* '''Medicine:''' After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-5. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
(Ideology Only)&lt;br /&gt;
&lt;br /&gt;
Using this tab, you can view your ideology and the ideologies of other factions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=88839</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=88839"/>
		<updated>2021-08-05T18:26:25Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The following '''menus''' are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]&lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]].&lt;br /&gt;
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.&lt;br /&gt;
&lt;br /&gt;
===Work types===&lt;br /&gt;
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Work type !! Description !! Relevant skill !! Category&lt;br /&gt;
|- id=&amp;quot;Firefight&amp;quot;&lt;br /&gt;
| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none&lt;br /&gt;
|- id=&amp;quot;Patient&amp;quot;&lt;br /&gt;
| '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See the 'bed rest' task to set the priority for non-disease injuries. || none || none&lt;br /&gt;
|- id=&amp;quot;Doctor&amp;quot;&lt;br /&gt;
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.&amp;lt;br/&amp;gt;Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.&lt;br /&gt;
&lt;br /&gt;
* Tend to patients with urgent needs. '''Priority:''' 110&lt;br /&gt;
* Tend to patients. '''Priority:''' 100&lt;br /&gt;
* Tend to self. '''Priority:''' 90&lt;br /&gt;
* Feed patients. '''Priority:''' 80&lt;br /&gt;
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70&lt;br /&gt;
* Rescue downed allies to bed. '''Priority:''' 60&lt;br /&gt;
* Tend to animals. '''Priority:''' 50&lt;br /&gt;
* Feed animals (patient animals only). '''Priority:''' 40&lt;br /&gt;
* Operate on animals. '''Priority:''' 30&lt;br /&gt;
* Take patients to bed for operations. '''Priority:''' 20&lt;br /&gt;
* Visit sick people . '''Priority:''' 10&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Medical|Medical]] || Caring&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Social (Visiting only)&lt;br /&gt;
|- id=&amp;quot;Bed rest&amp;quot;&lt;br /&gt;
| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]].  This is separate from a colonist's need to sleep to replenish rest. || none || none&lt;br /&gt;
|- id=&amp;quot;Basic&amp;quot;&lt;br /&gt;
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. &lt;br /&gt;
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500&lt;br /&gt;
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100&lt;br /&gt;
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50&lt;br /&gt;
&amp;amp;#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Warden&amp;quot;&lt;br /&gt;
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.&lt;br /&gt;
* Execute prisoners. '''Priority:''' 110&lt;br /&gt;
* Release prisoners. '''Priority:''' 100&lt;br /&gt;
* Take prisoners to bed. '''Priority:''' 90&lt;br /&gt;
* Feed prisoners. '''Priority:''' 80&lt;br /&gt;
* Deliver food to prisoners. '''Priority:''' 70&lt;br /&gt;
* Chat with prisoners. '''Priority:''' 60&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Handle&amp;quot;&lt;br /&gt;
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. &lt;br /&gt;
&lt;br /&gt;
* Feed animals. '''Priority:''' 150&lt;br /&gt;
* Slaughter animals. '''Priority:''' 100&lt;br /&gt;
* Milk animals. '''Priority:''' 90&lt;br /&gt;
* Shear animals. '''Priority:''' 85&lt;br /&gt;
* Tame animals. '''Priority:''' 80&lt;br /&gt;
* Train animals. '''Priority:''' 70&lt;br /&gt;
|| [[Skills#Animals|Animals]] || Animals&lt;br /&gt;
|- id=&amp;quot;Cook&amp;quot;&lt;br /&gt;
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. &lt;br /&gt;
&lt;br /&gt;
* Cook meals at stove. '''Priority:''' 100&lt;br /&gt;
* Cook meals at [[campfire]]. '''Priority:''' 97&lt;br /&gt;
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90&lt;br /&gt;
* Fill food [[hopper]]s. '''Priority:''' 50&lt;br /&gt;
* [[Brewery|Brew]] liquors. '''Priority:''' 30&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Cooking|Cooking]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Hunt&amp;quot;&lt;br /&gt;
| '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] || Violent&lt;br /&gt;
|- id=&amp;quot;Construct&amp;quot;&lt;br /&gt;
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. &lt;br /&gt;
&lt;br /&gt;
* Fix broken-down buildings. '''Priority:''' 120&lt;br /&gt;
* Uninstall structures. '''Priority:''' 110&lt;br /&gt;
* [[Build roof area|Build roofs]]. '''Priority:''' 100&lt;br /&gt;
* [[Remove roof area|Remove roofs]]. '''Priority:''' 90&lt;br /&gt;
* Construct placed frames. '''Priority:''' 80&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 70&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 60&lt;br /&gt;
* Deconstruct structures. '''Priority:''' 50&lt;br /&gt;
* Repair damaged things. '''Priority:''' 40&lt;br /&gt;
* Remove floors. '''Priority:''' 30&lt;br /&gt;
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20&lt;br /&gt;
* Smooth walls. '''Priority:''' 10&lt;br /&gt;
|| [[Skills#Construction|Construction]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Grow&amp;quot;&lt;br /&gt;
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. &lt;br /&gt;
&lt;br /&gt;
* Harvest crops. '''Priority:''' 100&lt;br /&gt;
* Sow crops. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Plants|Plants]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Mine&amp;quot;&lt;br /&gt;
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. &lt;br /&gt;
&lt;br /&gt;
* Mine. '''Priority:''' 100&lt;br /&gt;
* Drill at [[deep drill]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Mining|Mining]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Plant cut&amp;quot;&lt;br /&gt;
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Smith&amp;quot;&lt;br /&gt;
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] &lt;br /&gt;
&lt;br /&gt;
* Make weapons (at [[smithy]]). '''Priority:''' 115&lt;br /&gt;
* Make things at [[machining table]]. '''Priority:''' 75&lt;br /&gt;
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Tailor&amp;quot;&lt;br /&gt;
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Art&amp;quot;&lt;br /&gt;
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic&lt;br /&gt;
|- id=&amp;quot;Craft&amp;quot;&lt;br /&gt;
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
* Make things at [[crafting spot]]. '''Priority:''' 100&lt;br /&gt;
* Work at [[refinery]]. '''Priority:''' 97&lt;br /&gt;
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95&lt;br /&gt;
* Make [[stone blocks]]. '''Priority:''' 90&lt;br /&gt;
* [[Electric smelter|Smelt]] items. '''Priority:''' 80&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;Intellectual (Synthesize only)&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
| '''Haul''' || Haulers do a number of things, including:&lt;br /&gt;
* Rearm turrets. '''Priority:''' 150&lt;br /&gt;
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140&lt;br /&gt;
* Unload [[Pack animal|carriers]]. '''Priority:''' 130&lt;br /&gt;
* Load [[caravan]]. '''Priority:''' 120&lt;br /&gt;
* Load [[transport pod|transporters]]. '''Priority:''' 110&lt;br /&gt;
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100&lt;br /&gt;
* Haul corpses. '''Priority:''' 90&lt;br /&gt;
* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40&lt;br /&gt;
* Do bills at campfire (such as burning drugs). '''Priority:''' 30&lt;br /&gt;
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20&lt;br /&gt;
* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19&lt;br /&gt;
* Haul general things. '''Priority:''' 15&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 10&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 9&lt;br /&gt;
* Merge things. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Clean&amp;quot;&lt;br /&gt;
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Clear [[snow]]. '''Priority:''' 10&lt;br /&gt;
* Clean [[filth]]. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| '''Research''' || &lt;br /&gt;
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options.. '''Priority:''' 100&lt;br /&gt;
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50&lt;br /&gt;
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Intellectual|Intellectual]] || Intellectual&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.&lt;br /&gt;
&lt;br /&gt;
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 am), and the rest of the time at night as anything. The &amp;quot;anything time&amp;quot; minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from ?? am to ?? pm to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
* '''Medicine:''' After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-5. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=88838</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=88838"/>
		<updated>2021-08-05T18:25:28Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Assign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The following '''menus''' are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]&lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]].&lt;br /&gt;
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.&lt;br /&gt;
&lt;br /&gt;
===Work types===&lt;br /&gt;
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Work type !! Description !! Relevant skill !! Category&lt;br /&gt;
|- id=&amp;quot;Firefight&amp;quot;&lt;br /&gt;
| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none&lt;br /&gt;
|- id=&amp;quot;Patient&amp;quot;&lt;br /&gt;
| '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See the 'bed rest' task to set the priority for non-disease injuries. || none || none&lt;br /&gt;
|- id=&amp;quot;Doctor&amp;quot;&lt;br /&gt;
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.&amp;lt;br/&amp;gt;Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.&lt;br /&gt;
&lt;br /&gt;
* Tend to patients with urgent needs. '''Priority:''' 110&lt;br /&gt;
* Tend to patients. '''Priority:''' 100&lt;br /&gt;
* Tend to self. '''Priority:''' 90&lt;br /&gt;
* Feed patients. '''Priority:''' 80&lt;br /&gt;
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70&lt;br /&gt;
* Rescue downed allies to bed. '''Priority:''' 60&lt;br /&gt;
* Tend to animals. '''Priority:''' 50&lt;br /&gt;
* Feed animals (patient animals only). '''Priority:''' 40&lt;br /&gt;
* Operate on animals. '''Priority:''' 30&lt;br /&gt;
* Take patients to bed for operations. '''Priority:''' 20&lt;br /&gt;
* Visit sick people . '''Priority:''' 10&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Medical|Medical]] || Caring&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Social (Visiting only)&lt;br /&gt;
|- id=&amp;quot;Bed rest&amp;quot;&lt;br /&gt;
| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]].  This is separate from a colonist's need to sleep to replenish rest. || none || none&lt;br /&gt;
|- id=&amp;quot;Basic&amp;quot;&lt;br /&gt;
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. &lt;br /&gt;
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500&lt;br /&gt;
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100&lt;br /&gt;
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50&lt;br /&gt;
&amp;amp;#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Warden&amp;quot;&lt;br /&gt;
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.&lt;br /&gt;
* Execute prisoners. '''Priority:''' 110&lt;br /&gt;
* Release prisoners. '''Priority:''' 100&lt;br /&gt;
* Take prisoners to bed. '''Priority:''' 90&lt;br /&gt;
* Feed prisoners. '''Priority:''' 80&lt;br /&gt;
* Deliver food to prisoners. '''Priority:''' 70&lt;br /&gt;
* Chat with prisoners. '''Priority:''' 60&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Handle&amp;quot;&lt;br /&gt;
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. &lt;br /&gt;
&lt;br /&gt;
* Feed animals. '''Priority:''' 150&lt;br /&gt;
* Slaughter animals. '''Priority:''' 100&lt;br /&gt;
* Milk animals. '''Priority:''' 90&lt;br /&gt;
* Shear animals. '''Priority:''' 85&lt;br /&gt;
* Tame animals. '''Priority:''' 80&lt;br /&gt;
* Train animals. '''Priority:''' 70&lt;br /&gt;
|| [[Skills#Animals|Animals]] || Animals&lt;br /&gt;
|- id=&amp;quot;Cook&amp;quot;&lt;br /&gt;
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. &lt;br /&gt;
&lt;br /&gt;
* Cook meals at stove. '''Priority:''' 100&lt;br /&gt;
* Cook meals at [[campfire]]. '''Priority:''' 97&lt;br /&gt;
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90&lt;br /&gt;
* Fill food [[hopper]]s. '''Priority:''' 50&lt;br /&gt;
* [[Brewery|Brew]] liquors. '''Priority:''' 30&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Cooking|Cooking]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Hunt&amp;quot;&lt;br /&gt;
| '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] || Violent&lt;br /&gt;
|- id=&amp;quot;Construct&amp;quot;&lt;br /&gt;
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. &lt;br /&gt;
&lt;br /&gt;
* Fix broken-down buildings. '''Priority:''' 120&lt;br /&gt;
* Uninstall structures. '''Priority:''' 110&lt;br /&gt;
* [[Build roof area|Build roofs]]. '''Priority:''' 100&lt;br /&gt;
* [[Remove roof area|Remove roofs]]. '''Priority:''' 90&lt;br /&gt;
* Construct placed frames. '''Priority:''' 80&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 70&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 60&lt;br /&gt;
* Deconstruct structures. '''Priority:''' 50&lt;br /&gt;
* Repair damaged things. '''Priority:''' 40&lt;br /&gt;
* Remove floors. '''Priority:''' 30&lt;br /&gt;
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20&lt;br /&gt;
* Smooth walls. '''Priority:''' 10&lt;br /&gt;
|| [[Skills#Construction|Construction]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Grow&amp;quot;&lt;br /&gt;
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. &lt;br /&gt;
&lt;br /&gt;
* Harvest crops. '''Priority:''' 100&lt;br /&gt;
* Sow crops. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Plants|Plants]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Mine&amp;quot;&lt;br /&gt;
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. &lt;br /&gt;
&lt;br /&gt;
* Mine. '''Priority:''' 100&lt;br /&gt;
* Drill at [[deep drill]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Mining|Mining]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Plant cut&amp;quot;&lt;br /&gt;
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Smith&amp;quot;&lt;br /&gt;
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] &lt;br /&gt;
&lt;br /&gt;
* Make weapons (at [[smithy]]). '''Priority:''' 115&lt;br /&gt;
* Make things at [[machining table]]. '''Priority:''' 75&lt;br /&gt;
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Tailor&amp;quot;&lt;br /&gt;
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Art&amp;quot;&lt;br /&gt;
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic&lt;br /&gt;
|- id=&amp;quot;Craft&amp;quot;&lt;br /&gt;
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
* Make things at [[crafting spot]]. '''Priority:''' 100&lt;br /&gt;
* Work at [[refinery]]. '''Priority:''' 97&lt;br /&gt;
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95&lt;br /&gt;
* Make [[stone blocks]]. '''Priority:''' 90&lt;br /&gt;
* [[Electric smelter|Smelt]] items. '''Priority:''' 80&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;Intellectual (Synthesize only)&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
| '''Haul''' || Haulers do a number of things, including:&lt;br /&gt;
* Rearm turrets. '''Priority:''' 150&lt;br /&gt;
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140&lt;br /&gt;
* Unload [[Pack animal|carriers]]. '''Priority:''' 130&lt;br /&gt;
* Load [[caravan]]. '''Priority:''' 120&lt;br /&gt;
* Load [[transport pod|transporters]]. '''Priority:''' 110&lt;br /&gt;
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100&lt;br /&gt;
* Haul corpses. '''Priority:''' 90&lt;br /&gt;
* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40&lt;br /&gt;
* Do bills at campfire (such as burning drugs). '''Priority:''' 30&lt;br /&gt;
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20&lt;br /&gt;
* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19&lt;br /&gt;
* Haul general things. '''Priority:''' 15&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 10&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 9&lt;br /&gt;
* Merge things. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Clean&amp;quot;&lt;br /&gt;
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Clear [[snow]]. '''Priority:''' 10&lt;br /&gt;
* Clean [[filth]]. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| '''Research''' || &lt;br /&gt;
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options.. '''Priority:''' 100&lt;br /&gt;
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50&lt;br /&gt;
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Intellectual|Intellectual]] || Intellectual&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.&lt;br /&gt;
&lt;br /&gt;
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 am), and the rest of the time at night as anything. The &amp;quot;anything time&amp;quot; minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from ?? am to ?? pm to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
* '''Medicine:''' After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-5. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=88837</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=88837"/>
		<updated>2021-08-05T18:22:38Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The following '''menus''' are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]&lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]].&lt;br /&gt;
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.&lt;br /&gt;
&lt;br /&gt;
===Work types===&lt;br /&gt;
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Work type !! Description !! Relevant skill !! Category&lt;br /&gt;
|- id=&amp;quot;Firefight&amp;quot;&lt;br /&gt;
| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none&lt;br /&gt;
|- id=&amp;quot;Patient&amp;quot;&lt;br /&gt;
| '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See the 'bed rest' task to set the priority for non-disease injuries. || none || none&lt;br /&gt;
|- id=&amp;quot;Doctor&amp;quot;&lt;br /&gt;
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.&amp;lt;br/&amp;gt;Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.&lt;br /&gt;
&lt;br /&gt;
* Tend to patients with urgent needs. '''Priority:''' 110&lt;br /&gt;
* Tend to patients. '''Priority:''' 100&lt;br /&gt;
* Tend to self. '''Priority:''' 90&lt;br /&gt;
* Feed patients. '''Priority:''' 80&lt;br /&gt;
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70&lt;br /&gt;
* Rescue downed allies to bed. '''Priority:''' 60&lt;br /&gt;
* Tend to animals. '''Priority:''' 50&lt;br /&gt;
* Feed animals (patient animals only). '''Priority:''' 40&lt;br /&gt;
* Operate on animals. '''Priority:''' 30&lt;br /&gt;
* Take patients to bed for operations. '''Priority:''' 20&lt;br /&gt;
* Visit sick people . '''Priority:''' 10&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Medical|Medical]] || Caring&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Social (Visiting only)&lt;br /&gt;
|- id=&amp;quot;Bed rest&amp;quot;&lt;br /&gt;
| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]].  This is separate from a colonist's need to sleep to replenish rest. || none || none&lt;br /&gt;
|- id=&amp;quot;Basic&amp;quot;&lt;br /&gt;
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. &lt;br /&gt;
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500&lt;br /&gt;
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100&lt;br /&gt;
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50&lt;br /&gt;
&amp;amp;#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Warden&amp;quot;&lt;br /&gt;
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.&lt;br /&gt;
* Execute prisoners. '''Priority:''' 110&lt;br /&gt;
* Release prisoners. '''Priority:''' 100&lt;br /&gt;
* Take prisoners to bed. '''Priority:''' 90&lt;br /&gt;
* Feed prisoners. '''Priority:''' 80&lt;br /&gt;
* Deliver food to prisoners. '''Priority:''' 70&lt;br /&gt;
* Chat with prisoners. '''Priority:''' 60&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Handle&amp;quot;&lt;br /&gt;
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. &lt;br /&gt;
&lt;br /&gt;
* Feed animals. '''Priority:''' 150&lt;br /&gt;
* Slaughter animals. '''Priority:''' 100&lt;br /&gt;
* Milk animals. '''Priority:''' 90&lt;br /&gt;
* Shear animals. '''Priority:''' 85&lt;br /&gt;
* Tame animals. '''Priority:''' 80&lt;br /&gt;
* Train animals. '''Priority:''' 70&lt;br /&gt;
|| [[Skills#Animals|Animals]] || Animals&lt;br /&gt;
|- id=&amp;quot;Cook&amp;quot;&lt;br /&gt;
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. &lt;br /&gt;
&lt;br /&gt;
* Cook meals at stove. '''Priority:''' 100&lt;br /&gt;
* Cook meals at [[campfire]]. '''Priority:''' 97&lt;br /&gt;
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90&lt;br /&gt;
* Fill food [[hopper]]s. '''Priority:''' 50&lt;br /&gt;
* [[Brewery|Brew]] liquors. '''Priority:''' 30&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Cooking|Cooking]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Hunt&amp;quot;&lt;br /&gt;
| '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] || Violent&lt;br /&gt;
|- id=&amp;quot;Construct&amp;quot;&lt;br /&gt;
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. &lt;br /&gt;
&lt;br /&gt;
* Fix broken-down buildings. '''Priority:''' 120&lt;br /&gt;
* Uninstall structures. '''Priority:''' 110&lt;br /&gt;
* [[Build roof area|Build roofs]]. '''Priority:''' 100&lt;br /&gt;
* [[Remove roof area|Remove roofs]]. '''Priority:''' 90&lt;br /&gt;
* Construct placed frames. '''Priority:''' 80&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 70&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 60&lt;br /&gt;
* Deconstruct structures. '''Priority:''' 50&lt;br /&gt;
* Repair damaged things. '''Priority:''' 40&lt;br /&gt;
* Remove floors. '''Priority:''' 30&lt;br /&gt;
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20&lt;br /&gt;
* Smooth walls. '''Priority:''' 10&lt;br /&gt;
|| [[Skills#Construction|Construction]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Grow&amp;quot;&lt;br /&gt;
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. &lt;br /&gt;
&lt;br /&gt;
* Harvest crops. '''Priority:''' 100&lt;br /&gt;
* Sow crops. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Plants|Plants]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Mine&amp;quot;&lt;br /&gt;
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. &lt;br /&gt;
&lt;br /&gt;
* Mine. '''Priority:''' 100&lt;br /&gt;
* Drill at [[deep drill]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Mining|Mining]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Plant cut&amp;quot;&lt;br /&gt;
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Smith&amp;quot;&lt;br /&gt;
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] &lt;br /&gt;
&lt;br /&gt;
* Make weapons (at [[smithy]]). '''Priority:''' 115&lt;br /&gt;
* Make things at [[machining table]]. '''Priority:''' 75&lt;br /&gt;
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Tailor&amp;quot;&lt;br /&gt;
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Art&amp;quot;&lt;br /&gt;
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic&lt;br /&gt;
|- id=&amp;quot;Craft&amp;quot;&lt;br /&gt;
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
* Make things at [[crafting spot]]. '''Priority:''' 100&lt;br /&gt;
* Work at [[refinery]]. '''Priority:''' 97&lt;br /&gt;
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95&lt;br /&gt;
* Make [[stone blocks]]. '''Priority:''' 90&lt;br /&gt;
* [[Electric smelter|Smelt]] items. '''Priority:''' 80&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;Intellectual (Synthesize only)&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
| '''Haul''' || Haulers do a number of things, including:&lt;br /&gt;
* Rearm turrets. '''Priority:''' 150&lt;br /&gt;
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140&lt;br /&gt;
* Unload [[Pack animal|carriers]]. '''Priority:''' 130&lt;br /&gt;
* Load [[caravan]]. '''Priority:''' 120&lt;br /&gt;
* Load [[transport pod|transporters]]. '''Priority:''' 110&lt;br /&gt;
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100&lt;br /&gt;
* Haul corpses. '''Priority:''' 90&lt;br /&gt;
* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40&lt;br /&gt;
* Do bills at campfire (such as burning drugs). '''Priority:''' 30&lt;br /&gt;
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20&lt;br /&gt;
* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19&lt;br /&gt;
* Haul general things. '''Priority:''' 15&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 10&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 9&lt;br /&gt;
* Merge things. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Clean&amp;quot;&lt;br /&gt;
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Clear [[snow]]. '''Priority:''' 10&lt;br /&gt;
* Clean [[filth]]. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| '''Research''' || &lt;br /&gt;
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options.. '''Priority:''' 100&lt;br /&gt;
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50&lt;br /&gt;
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Intellectual|Intellectual]] || Intellectual&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.&lt;br /&gt;
&lt;br /&gt;
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 am), and the rest of the time at night as anything. The &amp;quot;anything time&amp;quot; minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from ?? am to ?? pm to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying all its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Work_To_Make&amp;diff=88836</id>
		<title>Work To Make</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Work_To_Make&amp;diff=88836"/>
		<updated>2021-08-05T18:09:24Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: misspelled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 25&lt;br /&gt;
| min value = 0&lt;br /&gt;
| round to five over = 300&lt;br /&gt;
| to string style = WorkAmount&lt;br /&gt;
| description = The base amount of work it takes to make an item, once all materials are gathered; given as in-game seconds at normal speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One second in-game, at normal game speed, corresponds to 60 game ticks.  To determine the ''work to make'' in game ticks, multiply this stat value by 60.  Work to make is defined in the game files in terms of game ticks, so a WorkToMake state of 60,000 in the game files (ex. a [[Charge lance]]) will display in-game in the bills selection, which uses in-game seconds as the unit, as 1000 work.&lt;br /&gt;
&lt;br /&gt;
For reference, an in-game day is 1000 seconds long at normal game speed, corresponding to 60,000 ticks.  Thus at 100% work speed, exactly 1,000 units of work will be performed during one in-game day of uninterrupted work.  Assuming a regular &amp;quot;work shift&amp;quot; of about 12-16 in-game hours, one can expect about 500-650 units of work to be performed, per day, by a pawn on a regular schedule working at 100% speed.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table&amp;diff=88835</id>
		<title>Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table&amp;diff=88835"/>
		<updated>2021-08-05T18:08:28Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tables''' are one of the two types of [[furniture]] necessary for creating a dining room. When placed adjacent to a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[meal]]s at the table. This avoids giving them the &amp;quot;Ate without table&amp;quot; bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].&lt;br /&gt;
&lt;br /&gt;
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or [[anima tree]]{{RoyaltyIcon}} (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).&lt;br /&gt;
&lt;br /&gt;
Tables are set by default as gathering spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in the rec room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.&lt;br /&gt;
&lt;br /&gt;
[[File:Gather spot.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tables come in four sizes:&lt;br /&gt;
&lt;br /&gt;
*'''Table (1x2)''' (accommodates 6 seats) (Requires 28 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
*'''Table (2x2)''' (accommodates 8 seats) (Requires 50 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
*'''Table (2x4)''' (accommodates 12 seats) (Requires 95 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
*'''Table (3x3)''' (accommodates 12 seats) (Requires 100 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
&lt;br /&gt;
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.&lt;br /&gt;
&lt;br /&gt;
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.&lt;br /&gt;
&lt;br /&gt;
=== Table (1x2) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (1x2)&lt;br /&gt;
|image = Table1x2 north.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|beauty = &lt;br /&gt;
|mass base = 5&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 750&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 28&lt;br /&gt;
|hp = 75&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|280}}&lt;br /&gt;
|7 ||40% ||40% ||$285.00 ||5.00 kg ||52 ||13&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|280}}&lt;br /&gt;
|22||40% ||40% ||$2800.00 ||5.00 kg ||45 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|28}}&lt;br /&gt;
|0 ||40% ||40% ||$55.90 ||5.00 kg ||75 ||13&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|28}}&lt;br /&gt;
|0 ||40% ||10% ||$400.00 ||5.00 kg ||210 ||28&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|28}}&lt;br /&gt;
|0 ||40% ||100% ||$35.49 ||5.00 kg ||30 ||9&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|28}}&lt;br /&gt;
|0 ||40% ||0% ||$173.13 ||5.00 kg ||188 ||24&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|28}}&lt;br /&gt;
|11 ||40% ||0% ||$153.50 ||5.00 kg ||38 ||63&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|28}}&lt;br /&gt;
|1 ||40% ||0% ||$39.20 ||5.00 kg ||105 ||65&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|28}}&lt;br /&gt;
|0 ||40% ||0% ||$41.90 ||5.00 kg ||128 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|28}}&lt;br /&gt;
|0 ||40% ||0% ||$41.90 ||5.00 kg ||116 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|28}}&lt;br /&gt;
|1 ||40% ||0% ||$41.90 ||5.00 kg ||98 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|28}}&lt;br /&gt;
|2 ||40% ||0% ||$40.55 ||5.00 kg ||90 ||72&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Table (2x2) ===&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (2x2)&lt;br /&gt;
|image = Table2x2 north.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|beauty = 1&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 1500&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 50&lt;br /&gt;
|hp = 100&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|500}}&lt;br /&gt;
|8 ||40% ||40% ||$505.00 ||10.00 kg ||70 ||25&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|500}}&lt;br /&gt;
|24||40% ||40% ||$5005.00 ||10.00 kg ||60 ||23&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|50}}&lt;br /&gt;
|1 ||40% ||40% ||$99.50 ||10.00 kg ||100 ||25&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|50}}&lt;br /&gt;
|1 ||40% ||10% ||$710.00 ||10.00 kg ||280 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|50}}&lt;br /&gt;
|1 ||40% ||100% ||$73.15 ||10.00 kg ||40 ||18&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|50}}&lt;br /&gt;
|0 ||40% ||0% ||$310.00 ||10.00 kg ||250 ||48&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|50}}&lt;br /&gt;
|12 ||40% ||0% ||$275.00 ||10.00 kg ||50 ||125&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$72.50 ||10.00 kg ||140 ||128&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||170 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||155 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||130 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|50}}&lt;br /&gt;
|2 ||40% ||0% ||$75.20 ||10.00 kg ||120 ||140&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Table (2x4) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (2x4)&lt;br /&gt;
|image = Table2x4 north.png&lt;br /&gt;
|description= People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 4 ˣ 2&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 3000&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 95&lt;br /&gt;
|hp = 150&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|950}}&lt;br /&gt;
|10 ||40% ||40% ||$960.00 ||20.00 kg ||105 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|950}}&lt;br /&gt;
|28 ||40% ||40% ||$9510.00 ||20.00 kg ||90 ||45&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|95}}&lt;br /&gt;
|2 ||40% ||40% ||$200.00 ||20.00 kg ||150 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|95}}&lt;br /&gt;
|2 ||40% ||10% ||$1355.00 ||20.00 kg ||420 ||110&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|95}}&lt;br /&gt;
|2 ||40% ||100% ||$141.40 ||20.00 kg ||60 ||35&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|95}}&lt;br /&gt;
|1 ||40% ||0% ||$590.00 ||20.00 kg ||375 ||95&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|95}}&lt;br /&gt;
|15 ||40% ||0% ||$530.00 ||20.00 kg ||75 ||250&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$140.00 ||20.00 kg ||210 ||253&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||255 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||230 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||195 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$145.40 ||20.00 kg ||180 ||278&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Table (3x3) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (3x3)&lt;br /&gt;
|image = Table3x3 north.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|mass base = 22&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 3300&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|hp = 175&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|1000}}&lt;br /&gt;
|10 ||40% ||40% ||$1010.00 ||22.00 kg ||122 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|1000}}&lt;br /&gt;
|28||40% ||40% ||$10010.00 ||22.00 kg ||105 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|100}}&lt;br /&gt;
|2 ||40% ||40% ||$200.00 ||22.00 kg ||175 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|100}}&lt;br /&gt;
|2 ||40% ||10% ||$925.00 ||22.00 kg ||490 ||121&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|100}}&lt;br /&gt;
|2 ||40% ||100% ||$128.32 ||22.00 kg ||114 ||39&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|100}}&lt;br /&gt;
|1 ||40% ||0% ||$625.00 ||22.00 kg ||440 ||105&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|100}}&lt;br /&gt;
|15 ||40% ||0% ||$560.00 ||22.00 kg ||88 ||275&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||149.90 ||22.00 kg ||245 ||278&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||$161.78 ||22.00 kg ||300 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||161.78 ||22.00 kg ||270 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||$161.78 ||22.00 kg ||225 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|100}}&lt;br /&gt;
|4 ||40% ||0% ||155.84 ||22.00 kg ||210 ||305&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Version History ==&lt;br /&gt;
Prior to Beta 18, tables only came in two forms: '''short table''' (2x2) and '''long table''' (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table&amp;diff=88834</id>
		<title>Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table&amp;diff=88834"/>
		<updated>2021-08-05T18:07:12Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tables''' are one of the two types of [[furniture]] necessary for creating a dining room. When placed adjacent to a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[meal]]s at the table. This avoids giving them the &amp;quot;Ate without table&amp;quot; bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].&lt;br /&gt;
&lt;br /&gt;
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or [[anima tree]]{{RoyaltyIcon}} (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).&lt;br /&gt;
&lt;br /&gt;
Tables are set by default as gathering spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in the rec room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.&lt;br /&gt;
&lt;br /&gt;
[[File:Gather spot.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tables come in four sizes:&lt;br /&gt;
&lt;br /&gt;
*'''Table (1x2)''' (accommodates 6 seats) (Requires 28 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
*'''Table (2x2)''' (accommodates 8 seats) (Requires 50 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
*'''Table (2x4)''' (accommodates 12 seats) (Requires 95 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
*'''Table (3x3)''' (accommodates 12 seats) (Requires 100 [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]))&lt;br /&gt;
&lt;br /&gt;
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.&lt;br /&gt;
&lt;br /&gt;
=== Table (1x2) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (1x2)&lt;br /&gt;
|image = Table1x2 north.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|beauty = &lt;br /&gt;
|mass base = 5&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 750&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 28&lt;br /&gt;
|hp = 75&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|280}}&lt;br /&gt;
|7 ||40% ||40% ||$285.00 ||5.00 kg ||52 ||13&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|280}}&lt;br /&gt;
|22||40% ||40% ||$2800.00 ||5.00 kg ||45 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|28}}&lt;br /&gt;
|0 ||40% ||40% ||$55.90 ||5.00 kg ||75 ||13&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|28}}&lt;br /&gt;
|0 ||40% ||10% ||$400.00 ||5.00 kg ||210 ||28&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|28}}&lt;br /&gt;
|0 ||40% ||100% ||$35.49 ||5.00 kg ||30 ||9&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|28}}&lt;br /&gt;
|0 ||40% ||0% ||$173.13 ||5.00 kg ||188 ||24&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|28}}&lt;br /&gt;
|11 ||40% ||0% ||$153.50 ||5.00 kg ||38 ||63&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|28}}&lt;br /&gt;
|1 ||40% ||0% ||$39.20 ||5.00 kg ||105 ||65&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|28}}&lt;br /&gt;
|0 ||40% ||0% ||$41.90 ||5.00 kg ||128 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|28}}&lt;br /&gt;
|0 ||40% ||0% ||$41.90 ||5.00 kg ||116 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|28}}&lt;br /&gt;
|1 ||40% ||0% ||$41.90 ||5.00 kg ||98 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|28}}&lt;br /&gt;
|2 ||40% ||0% ||$40.55 ||5.00 kg ||90 ||72&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Table (2x2) ===&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (2x2)&lt;br /&gt;
|image = Table2x2 north.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|beauty = 1&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 1500&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 50&lt;br /&gt;
|hp = 100&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|500}}&lt;br /&gt;
|8 ||40% ||40% ||$505.00 ||10.00 kg ||70 ||25&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|500}}&lt;br /&gt;
|24||40% ||40% ||$5005.00 ||10.00 kg ||60 ||23&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|50}}&lt;br /&gt;
|1 ||40% ||40% ||$99.50 ||10.00 kg ||100 ||25&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|50}}&lt;br /&gt;
|1 ||40% ||10% ||$710.00 ||10.00 kg ||280 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|50}}&lt;br /&gt;
|1 ||40% ||100% ||$73.15 ||10.00 kg ||40 ||18&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|50}}&lt;br /&gt;
|0 ||40% ||0% ||$310.00 ||10.00 kg ||250 ||48&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|50}}&lt;br /&gt;
|12 ||40% ||0% ||$275.00 ||10.00 kg ||50 ||125&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$72.50 ||10.00 kg ||140 ||128&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||170 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||155 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||130 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|50}}&lt;br /&gt;
|2 ||40% ||0% ||$75.20 ||10.00 kg ||120 ||140&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Table (2x4) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (2x4)&lt;br /&gt;
|image = Table2x4 north.png&lt;br /&gt;
|description= People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 4 ˣ 2&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 3000&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 95&lt;br /&gt;
|hp = 150&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|950}}&lt;br /&gt;
|10 ||40% ||40% ||$960.00 ||20.00 kg ||105 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|950}}&lt;br /&gt;
|28 ||40% ||40% ||$9510.00 ||20.00 kg ||90 ||45&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|95}}&lt;br /&gt;
|2 ||40% ||40% ||$200.00 ||20.00 kg ||150 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|95}}&lt;br /&gt;
|2 ||40% ||10% ||$1355.00 ||20.00 kg ||420 ||110&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|95}}&lt;br /&gt;
|2 ||40% ||100% ||$141.40 ||20.00 kg ||60 ||35&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|95}}&lt;br /&gt;
|1 ||40% ||0% ||$590.00 ||20.00 kg ||375 ||95&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|95}}&lt;br /&gt;
|15 ||40% ||0% ||$530.00 ||20.00 kg ||75 ||250&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$140.00 ||20.00 kg ||210 ||253&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||255 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||230 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||195 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$145.40 ||20.00 kg ||180 ||278&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Table (3x3) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (3x3)&lt;br /&gt;
|image = Table3x3 north.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|mass base = 22&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 3300&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|hp = 175&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|1000}}&lt;br /&gt;
|10 ||40% ||40% ||$1010.00 ||22.00 kg ||122 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|1000}}&lt;br /&gt;
|28||40% ||40% ||$10010.00 ||22.00 kg ||105 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|100}}&lt;br /&gt;
|2 ||40% ||40% ||$200.00 ||22.00 kg ||175 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|100}}&lt;br /&gt;
|2 ||40% ||10% ||$925.00 ||22.00 kg ||490 ||121&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|100}}&lt;br /&gt;
|2 ||40% ||100% ||$128.32 ||22.00 kg ||114 ||39&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|100}}&lt;br /&gt;
|1 ||40% ||0% ||$625.00 ||22.00 kg ||440 ||105&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|100}}&lt;br /&gt;
|15 ||40% ||0% ||$560.00 ||22.00 kg ||88 ||275&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||149.90 ||22.00 kg ||245 ||278&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||$161.78 ||22.00 kg ||300 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||161.78 ||22.00 kg ||270 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||$161.78 ||22.00 kg ||225 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|100}}&lt;br /&gt;
|4 ||40% ||0% ||155.84 ||22.00 kg ||210 ||305&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Version History ==&lt;br /&gt;
Prior to Beta 18, tables only came in two forms: '''short table''' (2x2) and '''long table''' (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=88833</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=88833"/>
		<updated>2021-08-05T17:53:47Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|reason=Suggested to be merged with [[ideoligion]]? Is it distinct/detailed enough to justify its own page}}&lt;br /&gt;
A relic is a holy item revered by your [[ideoligion]]. These are created through the ideoligion creation screen in the beginning of your game (1-4 relics), and can be any weapon or relic item, from a [[goblet]] to a [[pump shotgun]] to a [[thrumbo horn]]. These special items are acquired through a 5 part quest involving hacking ancient terminals, infiltrating a tribal village, hacking spacedrones, breaking into compounds, and more. Once all five quests are complete, the location of the relic is revealed. The relic needs to be placed in a [[reliquary]], made out of large amounts of gold. These have ?? effects and can ??.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
In order to obtain a relic you must participate in a 5 part quest.&lt;br /&gt;
&lt;br /&gt;
*Hacking a Spacedrone&lt;br /&gt;
**A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of 8 hours (?). These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.&lt;br /&gt;
&lt;br /&gt;
*Worshipful Village&lt;br /&gt;
**The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshipping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (? hours). Reinforcements will arrive if you do not leave in time after turning hostile.&lt;br /&gt;
&lt;br /&gt;
*Ancient Compound&lt;br /&gt;
**An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??. &lt;br /&gt;
&lt;br /&gt;
*Ferried Ancient Compound&lt;br /&gt;
**The exact same as the above quest, but the questgiver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.&lt;br /&gt;
&lt;br /&gt;
*Relic Location&lt;br /&gt;
**In this last and final quest, you are to travel to an ancient structure guarded by some mechanoids. The structure contains a [[reliquary]] containing the relic. The relic can be uninstalled and the reliquary deconstructed for valuable gold, ending the quest.&lt;br /&gt;
&lt;br /&gt;
== Relic Types ==&lt;br /&gt;
&lt;br /&gt;
''Table of Relics to be completed''&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
* Mood Bonus?&lt;br /&gt;
* Powerful Weapon&lt;br /&gt;
&lt;br /&gt;
All Relic weapons with [[Quality]] will be Legendary.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=88832</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=88832"/>
		<updated>2021-08-05T17:51:41Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|reason=Suggested to be merged with [[ideoligion]]? Is it distinct/detailed enough to justify its own page}}&lt;br /&gt;
A relic is a holy item revered by your [[ideoligion]]. These are created through the ideoligion creation screen in the beginning of your game, and can be anything, from a [[pump shotgun]] to a [[thrumbo horn]]. These special items are acquired through a 5 part quest involving hacking ancient terminals, infiltrating a tribal village, hacking spacedrones, breaking into compounds, and more. Once all five quests are complete, the location of the relic is revealed. The relic needs to be placed in a [[reliquary]], made out of large amounts of gold. These have ?? effects and can ??.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
In order to obtain a relic you must participate in a 5 part quest.&lt;br /&gt;
&lt;br /&gt;
*Hacking a Spacedrone&lt;br /&gt;
**A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of 8 hours (?). These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.&lt;br /&gt;
&lt;br /&gt;
*Worshipful Village&lt;br /&gt;
**The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshipping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (? hours). Reinforcements will arrive if you do not leave in time after turning hostile.&lt;br /&gt;
&lt;br /&gt;
*Ancient Compound&lt;br /&gt;
**An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??. &lt;br /&gt;
&lt;br /&gt;
*Ferried Ancient Compound&lt;br /&gt;
**The exact same as the above quest, but the questgiver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.&lt;br /&gt;
&lt;br /&gt;
*Relic Location&lt;br /&gt;
**In this last and final quest, you are to travel to an ancient structure guarded by some mechanoids. The structure contains a [[reliquary]] containing the relic. The relic can be uninstalled and the reliquary deconstructed for valuable gold, ending the quest.&lt;br /&gt;
&lt;br /&gt;
== Relic Types ==&lt;br /&gt;
&lt;br /&gt;
''Table of Relics to be completed''&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
* Mood Bonus?&lt;br /&gt;
* Powerful Weapon&lt;br /&gt;
&lt;br /&gt;
All Relic weapons with [[Quality]] will be Legendary.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=88831</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=88831"/>
		<updated>2021-08-05T17:44:02Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
| || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
| || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
| || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''Blindsight''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || A person's role is to serve the community. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life'&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || A community's role is to serve each individual. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || Scarification || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Dont[sic] mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across roles all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilites&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +70%&lt;br /&gt;
* [[General Labor Speed]] +70&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]].&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targetting wrong stat and inoperative.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=88830</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=88830"/>
		<updated>2021-08-05T17:42:38Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Other Faction Customization */ as of 1.3.3080, the empire no longer has the proselytizer meme.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
| || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
| || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
| || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''Blindsight''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || A person's role is to serve the community. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life'&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || A community's role is to serve each individual. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || Scarification || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Dont[sic] mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across roles all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilites&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +70%&lt;br /&gt;
* [[General Labor Speed]] +70&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]].&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targetting wrong stat and inoperative.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=88609</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=88609"/>
		<updated>2021-08-02T17:33:15Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
 ''Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation'' - In-game Description.&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
With two exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]]&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
**Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through, into, or out of.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125s (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
**Cast it in the enemy area during night battles to avoid the darkness accuracy penalty.  Carefully avoid covering your own team.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery), or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. Only skips things to a location where it has line of sight from. Be careful: you may accidentally skip the enemies behind your pawns. &lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly. Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals. &lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns in the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*[[Royalty DLC]] Initial Release: Introduced&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]]: Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]]: Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]]: Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=88608</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=88608"/>
		<updated>2021-08-02T17:28:20Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
 ''Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation'' - In-game Description.&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
With two exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]]&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
**Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through, into, or out of.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125s (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
**Cast it in the enemy area during night battles to avoid the darkness accuracy penalty.  Carefully avoid covering your own team.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery), or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. Only skips things to a location where it has line of sight from. Be careful: you may accidentally skip the enemies behind your pawns. &lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly. Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals. &lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns in the 5 tile radius around the caster, and lock all doors. As the coma duration scales with the caster's psychic sensitivity and the coma disables further casting making neural heat a non-issue, it is recommended to remove any [[Eltex|sensititivy increasing gear]] and to put on a [[Psychic foil helmet]] to minimize the time your caster is taken out of action. This coma duration reduction can be [https://www.reddit.com/r/RimWorld/comments/ja930a/optimizing_neuroquake_an_argument_for_psychically/ taken even further] with the right combination of equipment and traits, reducing the coma time to as little as an hour and a half. Possibly less.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*[[Royalty DLC]] Initial Release: Introduced&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]]: Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]]: Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]]: Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_node&amp;diff=88606</id>
		<title>Mech node</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_node&amp;diff=88606"/>
		<updated>2021-08-02T17:12:05Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
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&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Mech node&lt;br /&gt;
| image = Gloomlight.png|Mech node&lt;br /&gt;
| description = A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.&lt;br /&gt;
| type  = Buildings&lt;br /&gt;
| type2 = Miscellaneous&lt;br /&gt;
| hp = 50&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| beauty= -20&lt;br /&gt;
| mass base = 9&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cover = 0.75&lt;br /&gt;
| placeable = Yes&lt;br /&gt;
| deconstruct yield = {{icon|plasteel|22}} + {{icon|component|1}}&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''Mech nodes''' can be claimed from a [[Mechanoid cluster]] once it is defeated, assuming it is not damaged in the fight. It provides light of 50% to the tiles immediately adjacent, and no further, without the need for external power sources.}}&lt;br /&gt;
&lt;br /&gt;
==Aquisition==&lt;br /&gt;
Mech nodes can be claimed from a [[Mechanoid cluster]] once it is defeated. Simply claim and uninstall it.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
It is rather terrible. It provides very little lighting, which means lighting up areas meaningfully requires many of them, Their unattractiveness, uglier than [[filth]], makes the node only useful for lighting areas where [[beauty]] does not matter. There might be a niche case to keep one in the hospital for emergency light during surgery while a [[solar flare]] or other power outage occurs, but in most cases, i.e. in all [[biomes]] where you can get [[wood]] easily, a [[torch lamp]] is superior.&lt;br /&gt;
&lt;br /&gt;
It can not be sold.&amp;lt;sup&amp;gt;[Needs validation]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They provide full [[cover]], but their low HP, make them a poor choice for this role. This can be exploited to bait raiders into using it as cover, only for it to be destroyed and expose them, however its generally not the hassle in acquiring them for this purpose when [[stool]]s can be easily constructed instead.&lt;br /&gt;
&lt;br /&gt;
The base components of a mech node are more valuable, and one or two can provide you with enough plasteel to build a [[multi-analyzer]], should you get one during the early game.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* 1.3.? - Renamed from Gloomlight to Mech node. Description changed from ''&amp;quot;A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Environment]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wdnay0287snvk58t&amp;topic_postId=wdw63dg5uf90tbbh&amp;topic_revId=wdw63dg5uf90tbbh&amp;action=single-view</id>
		<title>Topic:Wdnay0287snvk58t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wdnay0287snvk58t&amp;topic_postId=wdw63dg5uf90tbbh&amp;topic_revId=wdw63dg5uf90tbbh&amp;action=single-view"/>
		<updated>2021-08-02T17:05:32Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:ItsNotReallyEditing&quot; class=&quot;mw-userlink&quot; title=&quot;User:ItsNotReallyEditing&quot;&gt;&lt;bdi&gt;ItsNotReallyEditing&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:ItsNotReallyEditing&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ItsNotReallyEditing&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:Wdnay0287snvk58t&amp;amp;topic_showPostId=wdw63dg5uf90tbbh#flow-post-wdw63dg5uf90tbbh&quot;&gt;commented&lt;/a&gt; on &quot;Popular Mods&quot; (&lt;em&gt;Ah. Ok.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=88605</id>
		<title>Biosculpter pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biosculpter_pod&amp;diff=88605"/>
		<updated>2021-08-02T17:04:56Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}{{infobox main|misc|&lt;br /&gt;
| name = Biosculpter pod&lt;br /&gt;
| image = Biosculpter pod.png|Biosculpter pod&lt;br /&gt;
| description = An immersive pod equipped with a biosculpting fluid injector and attached control system. It can perform a variety of biological alterations including age reversal and pleasure-giving. Each pod becomes biotuned to its user, and cannot be used by anyone else. Biotuning resets after 60 days. Believers in transhumanism believe biosculpter pods are of critical importance in their quest to transcend normal human physical limitations.&lt;br /&gt;
| type = Miscellaneous&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = Yes&lt;br /&gt;
| size = 2 ˣ 3&lt;br /&gt;
| hp = 250&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| cover = &lt;br /&gt;
| power = -150&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| stuff tags = &lt;br /&gt;
| work to make = 2800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| resource 3 = &lt;br /&gt;
| resource 3 amount = &lt;br /&gt;
| resource 4 = &lt;br /&gt;
| resource 4 amount = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| mass base = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Biosculpter pod''' is a new building added by the [[Ideology DLC]]. It's unlocked by researching [[Research#Biosculpting|Bioscuplting]]. It's very important to colonies with Transhumanist [[ideoligion]], but other colonies can still build and use it.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
==Summary==&lt;br /&gt;
It can perform three different operations on a colonist. After an operation, the pod becomes attuned to that colonist, forbidding usage by other colonists for 60 days. Each operation takes between 4 to 10 days to complete. The time to complete is affected by room cleanness and is further reduced by half for colonists with Transhumanist ideoligion. It also requires nutrients to complete a cycle, which needs to be loaded by colonists. It accepts things like [[human meat]] and [[kibble]], without mood impact on colonists, but does not accept [[hay]].&lt;br /&gt;
&lt;br /&gt;
'''Healing''' costs 10 nutrients and takes 10 days to complete. It heals all fresh wounds and one random injury. It does not cure [[Alzheimer's]], [[Frail]], missing body parts, or [[diseases]]. &lt;br /&gt;
&lt;br /&gt;
'''Age reversal''' costs 10 nutrients and takes 10 days to complete. It reverses one year of aging. Colonists with Transhumanist ideoligions are granted '''Received age reversal''' thought, which adds 3 mood for 4 days, but they will expect yearly treatments.&lt;br /&gt;
&lt;br /&gt;
'''Pleasure''' costs 5 nutrients and takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +10 mood for 12 days.&lt;br /&gt;
&lt;br /&gt;
Room [[cleanliness]] increases the speed of the the biosculpting cycle, with cleaner rooms being faster. &lt;br /&gt;
&lt;br /&gt;
In the case of power loss, the biosculpting will pause until power is restored or 24 hours pass without power, at which the biosculpting cycle will automatically be interrupted and the colonist will be ejected. They will get [[Ailments#Biosculpting sickness|Biosculpting sickness]] temporarily.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
A colonist inside the biosculpting pod will have the progression of any diseases stopped for the duration of the pod operation. The pod will not cure the disease or have any other effect on it.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while.&lt;br /&gt;
Healing can be extremely valuable, especially for scars on the torso and head, which can't be replaced by bionics. &lt;br /&gt;
Because of the 60 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row. &lt;br /&gt;
It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist. This can not only save on many medicine, but also save the life of a colonist that you might not otherwise have been able to treat in time.&lt;br /&gt;
&lt;br /&gt;
There currently is an exploit that allows you to uninstall active biosculpters and still have them biosculpt a pawn without consuming power or nutrition.&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Breach_axe&amp;diff=88404</id>
		<title>Breach axe</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Breach_axe&amp;diff=88404"/>
		<updated>2021-07-30T18:21:28Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|weapon|&lt;br /&gt;
| name = Breach axe&lt;br /&gt;
| image = BreachAxe.png|Breach axe&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = &amp;quot;A combined blade and tool-head attached to a sturdy haft. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head.&amp;quot;&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = Handle&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 = Handle&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 7.5&lt;br /&gt;
| meleeattack3type = demolish&lt;br /&gt;
| meleeattack3part = Handle&lt;br /&gt;
| meleeattack3cool = 1.0&lt;br /&gt;
| meleeattack3ap = 11&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| stuff tags = Metallic&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| mass base = 1.1&lt;br /&gt;
| damage type = Blunt&lt;br /&gt;
| weaponTags = NeolithicMeleeDestructive&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Although relatively weak against pawns, the breach axe utilizes a damage type called &amp;quot;demolish,&amp;quot; which is a blunt attack that does 10x damage against buildings. These are carried by breacher pawns in [[tribes|tribal]] breach raids.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lightning&amp;diff=88400</id>
		<title>Lightning</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lightning&amp;diff=88400"/>
		<updated>2021-07-30T18:17:37Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: Created page with &amp;quot;Lightning is created either naturally through thunderstorms, or artificially with the flashstorm psycast{{RoyaltyIcon}}. These do 10(?) damage in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightning is created either naturally through thunderstorms, or artificially with the [[Psycasts#Regular psycasts|flashstorm]] psycast{{RoyaltyIcon}}. These do 10(?) damage in a 3x3 area (1.9 block radius) and start fires in the area of effect. Dry thunderstorms can be especially dangerous, starting [[fire]]s around the map without rain to put it 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;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=88341</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=88341"/>
		<updated>2021-07-29T21:10:23Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: dlc name fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are a mechanic introduced with the Ideology DLC.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
| || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
| || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
| || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''Blindsight''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || A person's role is to serve the community. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life'&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || A community's role is to serve each individual. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || Scarification || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Dont[sic] mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across roles all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
The options that can be selected for this are:&lt;br /&gt;
* [[Robe]]&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* Other things?&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Abililty Desc || Ability Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Abililty Desc || Ability Effect || Required Equipment&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilites&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile Radius on Caster&lt;br /&gt;
* Duration: 24hrs&lt;br /&gt;
|| {{Icon Small|Tailcap}} [[Tailcap]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medicine|Medicine skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilites for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile Radius on Caster&lt;br /&gt;
* Duration: 24hrs&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile Radius on Caster&lt;br /&gt;
* Duration: 24hrs&lt;br /&gt;
|| {{Icon Small|Shadecone}} [[Shadecone]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +70%&lt;br /&gt;
* [[General Labor Speed]] +70&lt;br /&gt;
* [[Quality]] +1 level&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile Radius on Caster&lt;br /&gt;
* Duration: 24hrs&lt;br /&gt;
|| &lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intelectual|Intelectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile Radius on Caster&lt;br /&gt;
* Duration: 24hrs&lt;br /&gt;
|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Face !! Body&lt;br /&gt;
|-&lt;br /&gt;
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings&lt;br /&gt;
|-&lt;br /&gt;
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || skull, spider || scar, skeleton, spike&lt;br /&gt;
|-&lt;br /&gt;
| Misc || - || insect, sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Game_Creation&amp;diff=88340</id>
		<title>Game Creation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Game_Creation&amp;diff=88340"/>
		<updated>2021-07-29T21:07:09Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Game Creation is the main &amp;quot;tree&amp;quot; for the following branches which include selecting a: [[Scenario system]], [[AI Storytellers]], [[World generation]], [[Ideoligion creation]]{{IdeologyIcon}}, and [[Pawn selection]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=88339</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=88339"/>
		<updated>2021-07-29T17:46:00Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
A relic is a holy item revered by your ideoligion. These are created through the ideoligion creation screen in the beginning of your game, and can be anything, from a [[pump shotgun]] to a [[thrumbo horn]]. These special items are acquired through a 5 part quest involving hacking ancient terminals, infiltrating a tribal village, hacking spacedrones, breaking into compounds, and more. Once all five quests are complete, the location of the relic is revealed. The relic needs to be placed in a [[reliquary]], made out of large amounts of gold. These have ?? effects and can ??.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=88338</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=88338"/>
		<updated>2021-07-29T17:44:52Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: Created page with &amp;quot;{{Ideology}} A relic is a holy item revered by your ideoligion. These special items are acquired through a 5 part quest involving hacking ancient terminals, infiltrating a tri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
A relic is a holy item revered by your ideoligion. These special items are acquired through a 5 part quest involving hacking ancient terminals, infiltrating a tribal village, hacking spacedrones, breaking into compounds, and more. Once all five quests are complete, the location of the relic is revealed. The relic needs to be placed in a [[reliquary]], made out of large amounts of gold. These have ?? effects and can ??.&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reliquary&amp;diff=88337</id>
		<title>Reliquary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reliquary&amp;diff=88337"/>
		<updated>2021-07-29T17:41:05Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
| name = Reliquary&lt;br /&gt;
| image = Reliquary.png|Reliquary&lt;br /&gt;
| description = A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by believers of a specific ideoligion.&lt;br /&gt;
| type = Miscellaneous&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = Yes&lt;br /&gt;
| size = 3 * 2&lt;br /&gt;
| hp = 350&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| power = &lt;br /&gt;
| beauty = 0&lt;br /&gt;
| stuff tags = Metallic, Stony&lt;br /&gt;
| work to make = 40000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Gold&lt;br /&gt;
| resource 2 amount = 75 &lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| mass base = &lt;br /&gt;
| thingCategories = &lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Reliquary''' is a building added by the [[Ideology DLC]]. It is used to house a [[relic]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The reliquary is constructed using {{Required Resources}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;lt;If necessary&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_mech_drop_beacon&amp;diff=88336</id>
		<title>Ancient mech drop beacon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_mech_drop_beacon&amp;diff=88336"/>
		<updated>2021-07-29T17:38:28Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{See also|Mech cluster}}{{infobox main|building|&lt;br /&gt;
| name = Ancient mech drop beacon&lt;br /&gt;
| image = Ancient mech drop beacon.png|Ancient mech drop beacon&lt;br /&gt;
| description = The broken shell of a mech drop beacon. Its useful components are missing and the shell has deteriorated after many years.&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 50&lt;br /&gt;
| beauty = &lt;br /&gt;
| work to make = 200&lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
}}&lt;br /&gt;
'''Ancient mech drop beacon''' are [[ruins]] added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechDropBeacon.png|Intact [[Mech cluster|Mech drop beacon]] {{RoyaltyIcon}}&lt;br /&gt;
Ancient mech drop beacon.png|Ancient mech drop beacon sprite variant A&lt;br /&gt;
DestroyedMechDropBeaconB.png|Ancient mech drop beacon sprite variant B&lt;br /&gt;
DestroyedMechDropBeaconC.png|Ancient mech drop beacon sprite variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=88335</id>
		<title>User:ItsNotReallyEditing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:ItsNotReallyEditing&amp;diff=88335"/>
		<updated>2021-07-29T17:36:50Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Hello&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*These are my contributions: https://rimworldwiki.com/wiki/Special:Contributions/ItsNotReallyEditing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Might be taking a break from the wiki for a few months&amp;lt;/s&amp;gt;&lt;br /&gt;
*Coming back because of 1.3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;To Do:&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Brambles]] cover effectiveness and walk speed reduction&lt;br /&gt;
**&amp;lt;s&amp;gt;I tested in game but did not see a walk speed reduction at bottom of screen despite the description of brambles, could this be mod-tainting?&amp;lt;/s&amp;gt;&lt;br /&gt;
**Find actual movement factor of brambles&lt;br /&gt;
*Pictures&lt;br /&gt;
**Pictures for the [[titles]] page (¼ done)&lt;br /&gt;
**Pawn pictures&lt;br /&gt;
***Tribal and Outlander traders&lt;br /&gt;
***Smoke Grenadiers&lt;br /&gt;
***Travelers in general&lt;br /&gt;
**Pictures of [[Snow]] and add more details and an infographic&lt;br /&gt;
**Explosion AoE pictures for explosive weapons, shells, and boomanimals&lt;br /&gt;
**Monument pix&lt;br /&gt;
*&amp;lt;s&amp;gt;The description for [[Animal sleeping spot]] is actually for the [[Sleeping spot]] (for humans).&amp;lt;/s&amp;gt;&lt;br /&gt;
**Should be fixed [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 00:42, 29 April 2021 (UTC)&lt;br /&gt;
*Pages wanted&lt;br /&gt;
**[[Lightning]]&lt;br /&gt;
**[[Permadeath save conversion guide|Converting a Permadeath save to non-permadeath save file editing guide]]&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Ship landing beacon]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;[[Monument]] {{RoyaltyIcon}}&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wdnay0287snvk58t&amp;topic_postId=wdnay0287wlxs971&amp;topic_revId=wdnay0287wlxs971&amp;action=single-view</id>
		<title>Topic:Wdnay0287snvk58t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wdnay0287snvk58t&amp;topic_postId=wdnay0287wlxs971&amp;topic_revId=wdnay0287wlxs971&amp;action=single-view"/>
		<updated>2021-07-29T17:34:46Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:ItsNotReallyEditing&quot; class=&quot;mw-userlink&quot; title=&quot;User:ItsNotReallyEditing&quot;&gt;&lt;bdi&gt;ItsNotReallyEditing&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:ItsNotReallyEditing&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ItsNotReallyEditing&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ItsNotReallyEditing&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:Wdnay0287snvk58t&amp;amp;topic_showPostId=wdnay0287wlxs971#flow-post-wdnay0287wlxs971&quot;&gt;commented&lt;/a&gt; on &quot;Popular Mods&quot; (&lt;em&gt;Some mods are essential (or at least very popular) to a rimworld playthrough, such as Prepare Carefully, Humanoid Alien Races, JecsTools,...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=88332</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=88332"/>
		<updated>2021-07-29T17:30:20Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: /* Ideology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
While '''slavery''' technically exists in the base game, the [[Ideology]] DLC significantly adds to the system, allowing them to work and perform tasks. Slaves in base game Rimworld can only be sold for profit, with no other use.&lt;br /&gt;
&lt;br /&gt;
==Core==&lt;br /&gt;
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -5, stacking up to -25 for 3 days once slaves are sold. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments. There is no way to mitigate the negative moodlet. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take [[drug]]s and eat [[lavish meal]]s, and avoiding slavery altogether in the early game. This has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colonywide) sell as many slaves as possible.&lt;br /&gt;
&lt;br /&gt;
==Ideology==&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
Slaves are controllable, like normal colonists, but suffer a -15% penalty to [[Global Work Speed]] which in turn reduces:&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]}}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring Slaves ===&lt;br /&gt;
Slaves can be created by reducing the will of a prisoner to zero.&lt;br /&gt;
&lt;br /&gt;
=== Slave Relationships ===&lt;br /&gt;
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Slave Rebellion ===&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map, with a base interval of 45 days.&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
===== Terror =====&lt;br /&gt;
===== Authority =====&lt;br /&gt;
Effects of dusters, authoirty caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social_Impact&amp;diff=88331</id>
		<title>Social Impact</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social_Impact&amp;diff=88331"/>
		<updated>2021-07-29T17:28:17Z</updated>

		<summary type="html">&lt;p&gt;ItsNotReallyEditing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Effects on Title speech  needed}}{{Verified|1.2.2900}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.2&lt;br /&gt;
| to string style = PercentTwo&lt;br /&gt;
| description = A multiplier on how much other people are affected by this person's social interactions.&lt;br /&gt;
}}&lt;br /&gt;
It also affects the success chance of the [[Titles#Speeches|Speeches]] {{RoyaltyIcon}}. Protective gear can be swapped for social gear before a speech to gain a higher success chance.&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level.&lt;br /&gt;
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]]&lt;br /&gt;
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]]&lt;br /&gt;
*Equipment:&lt;br /&gt;
**[[Bowler hat]]: +15%&lt;br /&gt;
**[[Cowboy hat]]: +10%&lt;br /&gt;
**[[Tribal headdress]]: +15%&lt;br /&gt;
**[[Beret]] {{RoyaltyIcon}}: +10%&lt;br /&gt;
**[[Coronet]] {{RoyaltyIcon}}: +20%&lt;br /&gt;
**[[Crown]] {{RoyaltyIcon}}: +20%&lt;br /&gt;
**[[Hood]] {{RoyaltyIcon}}: +20%&lt;br /&gt;
**[[Ladies hat]] {{RoyaltyIcon}}: +20%&lt;br /&gt;
**[[Top hat]] {{RoyaltyIcon}}: +20%&lt;br /&gt;
**[[Stellic crown]] {{RoyaltyIcon}}: +20%&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>ItsNotReallyEditing</name></author>
	</entry>
</feed>