<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jiquera</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jiquera"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Jiquera"/>
	<updated>2026-04-06T04:20:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Nav/Clothing&amp;diff=118454</id>
		<title>Template:Nav/Clothing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Nav/Clothing&amp;diff=118454"/>
		<updated>2022-11-16T10:29:09Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Added mechanitor stuff in nav box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;;'''&amp;lt;big&amp;gt;Torso |&amp;lt;/big&amp;gt;''' &amp;lt;small&amp;gt;Clothing&amp;lt;/small&amp;gt;&lt;br /&gt;
:[[Button-down shirt]]  &amp;amp;bull;  [[T-shirt]]  &amp;amp;bull;  [[Tribalwear]]&lt;br /&gt;
;{{RoyaltyIcon}}&lt;br /&gt;
: [[Corset]]  &amp;amp;bull;  [[Eltex shirt]]  &amp;amp;bull;  [[Eltex vest]]  &amp;amp;bull;  [[Formal vest]]  &amp;amp;bull;  [[Formal shirt]]&lt;br /&gt;
;{{IdeologyIcon}}&lt;br /&gt;
: [[Slave collar]]&lt;br /&gt;
;&amp;lt;small&amp;gt;Armor&amp;lt;/small&amp;gt;&lt;br /&gt;
: [[Flak vest]]&lt;br /&gt;
;'''&amp;lt;big&amp;gt;Legs | &amp;lt;/big&amp;gt;''' &amp;lt;small&amp;gt;Clothing&amp;lt;/small&amp;gt;&lt;br /&gt;
:[[Pants]]&lt;br /&gt;
;&amp;lt;small&amp;gt;Armor&amp;lt;/small&amp;gt;&lt;br /&gt;
:[[Flak pants]] &lt;br /&gt;
;'''&amp;lt;big&amp;gt;Shell | &amp;lt;/big&amp;gt;''' &amp;lt;small&amp;gt;Clothing&amp;lt;/small&amp;gt;&lt;br /&gt;
: [[Duster]]  &amp;amp;bull;  [[Jacket]]  &amp;amp;bull;  [[Parka]]&lt;br /&gt;
; {{RoyaltyIcon}} &lt;br /&gt;
:[[Cape]]   &amp;amp;bull;  [[Eltex robe]]  &amp;amp;bull;  [[Prestige robe]]&lt;br /&gt;
; {{IdeologyIcon}}&lt;br /&gt;
: [[Burka]] &amp;amp;bull;  [[Robe]] &amp;amp;bull; [[Slave body strap]]&lt;br /&gt;
;&amp;lt;small&amp;gt;Armor&amp;lt;/small&amp;gt;&lt;br /&gt;
:  [[Flak jacket]]  &amp;amp;bull;  [[Marine armor]]  &amp;lt;small&amp;gt;([[Prestige marine armor|Prestige]] {{RoyaltyIcon}}, [[Grenadier armor|Grenadier]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;  &amp;amp;bull;  [[Plate armor]]  &amp;amp;bull;  [[Recon armor]] &amp;lt;small&amp;gt;([[Prestige recon armor|Prestige]] {{RoyaltyIcon}}, [[Locust armor|Locust]] {{RoyaltyIcon}}, [[Mechlord suit|Mechlord]] {{BiotechIcon}})&amp;lt;/small&amp;gt;  &amp;amp;bull;  [[Cataphract armor]] {{RoyaltyIcon}} &amp;lt;small&amp;gt;([[Prestige cataphract armor|Prestige]] {{RoyaltyIcon}},&amp;lt;br&amp;gt;[[Phoenix armor|Phoenix]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;&lt;br /&gt;
;'''&amp;lt;big&amp;gt;Head | &amp;lt;/big&amp;gt;''' &amp;lt;small&amp;gt;Clothing&amp;lt;/small&amp;gt; &lt;br /&gt;
: [[Bowler hat]]  &amp;amp;bull;  [[Cowboy hat]]  &amp;amp;bull;  [[Hood]]   &amp;amp;bull;  [[Psychic foil helmet]]  &amp;amp;bull;  [[Tuque]]  &amp;amp;bull;  [[Tribal headdress]]  &amp;amp;bull;  [[Veil]]  &amp;amp;bull;  [[War mask]] &lt;br /&gt;
; {{RoyaltyIcon}} &lt;br /&gt;
: [[Beret]]  &amp;amp;bull;  [[Coronet]]  &amp;amp;bull;  [[Crown]]  &amp;amp;bull;  [[Eltex helmet]]  &amp;amp;bull;  [[Eltex skullcap]]   &amp;amp;bull;  [[Ladies hat]]   &amp;amp;bull;  [[Stellic crown]]   &amp;amp;bull;  [[Top hat]]&lt;br /&gt;
; {{IdeologyIcon}} &lt;br /&gt;
: [[Authority cap]]  &amp;amp;bull; [[Blindfold]]  &amp;amp;bull; [[Broadwrap]]  &amp;amp;bull; [[Flophat]]  &amp;amp;bull; [[Headwrap]]  &amp;amp;bull; [[Shadecone]]  &amp;amp;bull; [[Slicecap]]  &amp;amp;bull; [[Tailcap]]  &amp;amp;bull; [[Torture crown]]  &amp;amp;bull; [[Visage mask]]&lt;br /&gt;
;&amp;lt;small&amp;gt;Armor&amp;lt;/small&amp;gt;&lt;br /&gt;
:  [[Flak helmet]]  &amp;amp;bull;  [[Marine helmet]] &amp;lt;small&amp;gt;([[Prestige marine helmet|Prestige]]/[[Samurai helmet]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;  &amp;amp;bull;  [[Recon helmet]] &amp;lt;small&amp;gt;([[Prestige recon helmet|Prestige]], {{RoyaltyIcon}} [[Mechlord helmet|Mechlord]] {{BiotechIcon}})&amp;lt;/small&amp;gt;   &amp;amp;bull;  [[Simple helmet]]  &amp;amp;bull;  [[Cataphract helmet]] {{RoyaltyIcon}} &amp;lt;small&amp;gt;([[Prestige cataphract helmet|Prestige]] {{RoyaltyIcon}})&amp;lt;/small&amp;gt;  &amp;amp;bull;  [[Gunlink]] {{RoyaltyIcon}} &amp;amp;bull; [[Airwire headset]] {{BiotechIcon}} &amp;amp;bull; [[Array headset]] {{BiotechIcon}} &amp;amp;bull; [[Integrator headset]] {{BiotechIcon}}  &amp;amp;bull; [[Mechcommander helmet]] {{BiotechIcon}} &lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{recode|reason=Add Biotech apparel once its all been categorized}}&lt;br /&gt;
{{nav|Clothing|wide}}&lt;br /&gt;
{{Documentation|Template:Nav/doc}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=118453</id>
		<title>Mechlord helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=118453"/>
		<updated>2022-11-16T10:10:03Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Mechlord helmet&lt;br /&gt;
| image = MechlordHelmet.png&lt;br /&gt;
| description = A heavy plasteel-weave helmet packed with mechanitor-assistance gear. The mechlord helmet dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 240&lt;br /&gt;
| mass base = 0.08&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| production facility 2 = &lt;br /&gt;
| research = Ultra Mechtech&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Nano structuring chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| armorsharp = 92&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorheat = 46&lt;br /&gt;
| insulationcold = 4&lt;br /&gt;
| insulationheat = 2&lt;br /&gt;
| coverage = FullHead&lt;br /&gt;
| layer = Overhead&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''mechlord helmet''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mechlord helmets can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Increase [[bandwidth]] by 12.&lt;br /&gt;
&lt;br /&gt;
[[Shooting Accuracy]] = -5&lt;br /&gt;
[[Melee Hit Chance]] = -0.5&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Providing the same armor and coverage as a [[recon helmet]] and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for [[mechanitor]]s that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor ''and'' the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them.  It meets the apparel requirements of nobility as well.&lt;br /&gt;
&lt;br /&gt;
As it deteroriates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
*[[Version/1.4.3534|1.4.3534]] Now counts as [[title|royal]] apparel.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=118452</id>
		<title>Mechlord helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=118452"/>
		<updated>2022-11-16T10:08:43Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: added armor tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Armor}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Mechlord helmet&lt;br /&gt;
| image = MechlordHelmet.png&lt;br /&gt;
| description = A heavy plasteel-weave helmet packed with mechanitor-assistance gear. The mechlord helmet dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 240&lt;br /&gt;
| mass base = 0.08&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| production facility 2 = &lt;br /&gt;
| research = Ultra Mechtech&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Nano structuring chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| armorsharp = 92&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorheat = 46&lt;br /&gt;
| insulationcold = 4&lt;br /&gt;
| insulationheat = 2&lt;br /&gt;
| coverage = FullHead&lt;br /&gt;
| layer = Overhead&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''mechlord helmet''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mechlord helmets can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Increase [[bandwidth]] by 12.&lt;br /&gt;
&lt;br /&gt;
[[Shooting Accuracy]] = -5&lt;br /&gt;
[[Melee Hit Chance]] = -0.5&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Providing the same armor and coverage as a [[recon helmet]] and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for [[mechanitor]]s that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor ''and'' the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them.  It meets the apparel requirements of nobility as well.&lt;br /&gt;
&lt;br /&gt;
As it deteroriates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
*[[Version/1.4.3534|1.4.3534]] Now counts as [[title|royal]] apparel.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X6kydxzk4zdurnnx&amp;topic_postId=x6lg1dtctxongqrx&amp;topic_revId=x6lg1dtctxongqrx&amp;action=single-view</id>
		<title>Topic:X6kydxzk4zdurnnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X6kydxzk4zdurnnx&amp;topic_postId=x6lg1dtctxongqrx&amp;topic_revId=x6lg1dtctxongqrx&amp;action=single-view"/>
		<updated>2022-11-09T13:26:12Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:X6kydxzk4zdurnnx&amp;amp;topic_showPostId=x6lg1dtctxongqrx#flow-post-x6lg1dtctxongqrx&quot;&gt;commented&lt;/a&gt; on &quot;Longjump to hemogen?&quot; (&lt;em&gt;thx :) well it&amp;#039;s been a while since I posted... but I&amp;#039;ve never stopped lurking around ;-)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X6kydxzk4zdurnnx&amp;topic_postId=x6kydxzk53bwzrm5&amp;topic_revId=x6kydxzk53bwzrm5&amp;action=single-view</id>
		<title>Topic:X6kydxzk4zdurnnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X6kydxzk4zdurnnx&amp;topic_postId=x6kydxzk53bwzrm5&amp;topic_revId=x6kydxzk53bwzrm5&amp;action=single-view"/>
		<updated>2022-11-09T08:09:15Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:X6kydxzk4zdurnnx&amp;amp;topic_showPostId=x6kydxzk53bwzrm5#flow-post-x6kydxzk53bwzrm5&quot;&gt;commented&lt;/a&gt; on &quot;Longjump to hemogen?&quot; (&lt;em&gt;Since longjump (which is rediculously op) depends on hemogen doesnt that make it belong in the hemogen category?&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=89628</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=89628"/>
		<updated>2021-08-16T12:19:18Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&amp;lt;big&amp;gt;Hello! This is Harakoni's user page. I'm a moderator here, so feel free to post on my talk page of you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
{{#set:Maximum DPS = 100}}&lt;br /&gt;
{{#set:Accuracy (Touch) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Short) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Medium) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Long) Base = 100}}&lt;br /&gt;
{{#set: Range = 40}}&lt;br /&gt;
I created the following templates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table|&amp;lt;nowiki&amp;gt;{{Apparel Material Table}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Needs an update for exclusions (e.g. uranium [[coronet]]s and [[crown]]s are banned) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Material Table|&amp;lt;nowiki&amp;gt;{{Building Material Table}}&amp;lt;/nowiki&amp;gt;]]  || [[Template: Building Material Table Row|&amp;lt;nowiki&amp;gt;{{Building Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Add terrain affordance&lt;br /&gt;
*Check rounding&lt;br /&gt;
*Add rest effectiveness&lt;br /&gt;
*Check beauty calc on things with beauty (e.g. [[Chess table]])&lt;br /&gt;
*Do general check using bed for example&lt;br /&gt;
*work out how to apply to [[Barricade]]/[[Sandbags]] and [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Quality Table|&amp;lt;nowiki&amp;gt;{{Apparel Quality Table}}&amp;lt;/nowiki&amp;gt;]] ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Quality Table|&amp;lt;nowiki&amp;gt;{{Weapon Quality Table}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
* Add the melee quality table to ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon DPS Chart}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart}}&amp;lt;/nowiki&amp;gt;]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart|&amp;lt;nowiki&amp;gt;{{Apparel Protection Chart}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials|&amp;lt;nowiki&amp;gt;{{nav|materials|wide}}&amp;lt;/nowiki&amp;gt;]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility|&amp;lt;nowiki&amp;gt;{{nav|utility|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions|&amp;lt;nowiki&amp;gt;{{nav|factions|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats|&amp;lt;nowiki&amp;gt;{{nav|stats|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits|&amp;lt;nowiki&amp;gt;{{Persona traits}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav|&amp;lt;nowiki&amp;gt;{{Version Nav}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: RimworldIcon|&amp;lt;nowiki&amp;gt;{{RimworldIcon}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Royalty|&amp;lt;nowiki&amp;gt;{{Royalty}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: ThingTag|&amp;lt;nowiki&amp;gt;{{ThingTag}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List|&amp;lt;nowiki&amp;gt;{{Leather List}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table|&amp;lt;nowiki&amp;gt;{{Animal Health Table}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
*Add all teh bones? &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List|&amp;lt;nowiki&amp;gt;{{Ingredient List}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
*Check case sensitivity&lt;br /&gt;
*Add item categories&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator|&amp;lt;nowiki&amp;gt;{{Market Value Calculator}}&amp;lt;/nowiki&amp;gt;]]   || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip|&amp;lt;nowiki&amp;gt;{{Daily Tip}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || &lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Animal Nutrition Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Ideology]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:IdeologyIcon]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || &lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outdated but still maintained for now:&lt;br /&gt;
*[[Template: Armor material table|&amp;lt;nowiki&amp;gt;{{Armor material table}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Clothing material table|&amp;lt;nowiki&amp;gt;{{Clothing material table}}&amp;lt;/nowiki&amp;gt;]] (largely controlled by [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] now)&lt;br /&gt;
&lt;br /&gt;
I also contributed code to&lt;br /&gt;
*[[Template: RoyaltyIcon|&amp;lt;nowiki&amp;gt;{{RoyaltyIcon}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Market Value|&amp;lt;nowiki&amp;gt;{{Market Value}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
I also created the following that are not yet templates but are similar mechanically to the above.&lt;br /&gt;
*The [[Armor#Comparison table|Armor comparison table]] on the [[Armor]] page&lt;br /&gt;
* Comfort, Rest effectiveness, psychcic snesitivity boost tables on various pages.&lt;br /&gt;
If you have any issue with any of the above, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/Sandbox/Apparel]]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
* Does quality affect pheonx armor damage? Locsut Jump range etc&lt;br /&gt;
*recon and cataphract armor/helmets doesn't decrease [[slave]] suppression?? And ntiehr do other armors?&lt;br /&gt;
*[[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
*Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
*[[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
*[[Table of Human Body Parts]] is outdated. Use devmode tool.&lt;br /&gt;
*[[Dev mode]] list of options is outadaed.&lt;br /&gt;
*style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
*Version - add a release date property and then have a dated table of versions on [[Version]], it can also be used to update the version nav template&lt;br /&gt;
*Throne rooms have to be roofed.&lt;br /&gt;
* Diffigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki.&lt;br /&gt;
* Add habitats to animals.&lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* daysToRotStart&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* Split [[Meat]] into [[Meat]], [[Insect meat]] and [[Human meat]]. They have different values, effects and images and they should be callable. &lt;br /&gt;
*[[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Pain]] - [[Consciousness]] effect.&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
*investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* packing caravans with fast but otherwise useless animals to improve caravan speed.&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
*create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
*[[Property:Small Volume]] exist but isn't displayed anywehre&lt;br /&gt;
*Updating version history up to [[Version/0.13.1135]]&lt;br /&gt;
**[[Version/0.13.1135#Relationships]]&lt;br /&gt;
**[[Version/0.13.1135#Animals_and_predators]]&lt;br /&gt;
**[[Version/0.13.1135#Threat_response_mode]]&lt;br /&gt;
**[[Version/0.13.1135#Economy]]&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
*Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
*[[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
*Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Half the furniture pages are stubs. The pages don't even list the requirements for complex furniture, let along a decent analysis of each thing.&lt;br /&gt;
* [[Furniture]] has a manually created table which is likely out of date.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* Partial merge [[Armor]] and [[Clothing]] into [[Apparel]] page, ala [[Textiles]], [[Leather]], [[Fabric]]&lt;br /&gt;
** [[Talk:Armor| Heat Armor]]&lt;br /&gt;
** Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
** Create Clothing comparison table&lt;br /&gt;
* Weapon Material Table&lt;br /&gt;
* Make weapon quality table show details for the steel/plasteel on stuffable sharp, and steel/uranium on stuffable blunt&lt;br /&gt;
* Create Melee weapon comparison table, include implant weapons.&lt;br /&gt;
* Fix [[Wood]] not counting as a weapon&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* Replace all instances of [[Template:Define]] with [[Template:Infobox main]]&lt;br /&gt;
*[[Ice Sheet Guide]] - update, compare with previous edit-warred version, get rid of horrendous coloring,&lt;br /&gt;
&lt;br /&gt;
*[[Template:Main]] and [[Template:For]] have different whitespaces see [[Factions#Events]]&lt;br /&gt;
====Ideology====&lt;br /&gt;
[[Ancient terminal]]&lt;br /&gt;
[[Ancient enemy terminal]]&lt;br /&gt;
[[hermetic crate]]&lt;br /&gt;
[[security crate]]&lt;br /&gt;
[[Ancient comms console]]&lt;br /&gt;
[[Ancient unstable fuel node]]&lt;br /&gt;
[[Ancient cryptosleep pod]] (DISTINCT FROM THE CASKET)&lt;br /&gt;
&lt;br /&gt;
[[Ancient system rack]]&lt;br /&gt;
[[Ancient equipment blocks]]&lt;br /&gt;
[[Ancient machine]]&lt;br /&gt;
[[Ancient storage cylinder]]&lt;br /&gt;
[[Ancient lamp]]&lt;br /&gt;
[[Ancient bed]]&lt;br /&gt;
[[Ancient display bank]]&lt;br /&gt;
[[Ancient locker bank]]&lt;br /&gt;
[[Ancient crate]]&lt;br /&gt;
[[Ancient barrel]]&lt;br /&gt;
[[Ancient generator]]&lt;br /&gt;
[[Ancient operating table]]&lt;br /&gt;
&lt;br /&gt;
[[terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
[[spacedrone]]&lt;br /&gt;
&lt;br /&gt;
[[small altar]]&lt;br /&gt;
[[medium altar]]&lt;br /&gt;
[[large altar]]&lt;br /&gt;
[[grand altar]]&lt;br /&gt;
[[Ideogram]]&lt;br /&gt;
[[standing darklamp]]&lt;br /&gt;
[[darktorch]]&lt;br /&gt;
[[fungus darktorch]]&lt;br /&gt;
[[christmas tree]]&lt;br /&gt;
[[cannibal platter]]&lt;br /&gt;
[[Burnbong]]&lt;br /&gt;
&lt;br /&gt;
[[gibbet cage]]&lt;br /&gt;
[[Loudspeaker]]&lt;br /&gt;
[[Drum]]&lt;br /&gt;
[[Pew]]&lt;br /&gt;
[[bonsai pot]]&lt;br /&gt;
[[slab bed]]&lt;br /&gt;
[[slab double bed]]&lt;br /&gt;
[[dryad cocoon]]&lt;br /&gt;
[[gaumaker pod]]&lt;br /&gt;
&lt;br /&gt;
[[archonexus core]]&lt;br /&gt;
[[grand archotech structure]]&lt;br /&gt;
[[archotech tower]]&lt;br /&gt;
 &lt;br /&gt;
[[Filth]]s dont need new pages but need to be added:&lt;br /&gt;
* dried blood&lt;br /&gt;
* scattered documents&lt;br /&gt;
* ragged uniform&lt;br /&gt;
* pod slime&lt;br /&gt;
* oil smear&lt;br /&gt;
 &lt;br /&gt;
[[morbid slab (medium)]]&lt;br /&gt;
[[morbid slab (broad)]]&lt;br /&gt;
[[totemic slab (medium)]]&lt;br /&gt;
[[totemic slab (broad)]]&lt;br /&gt;
[[spikecore floor-star (medium)]]&lt;br /&gt;
[[spikecore floor-star (broad)]]&lt;br /&gt;
[[rustic rug (medium)]]&lt;br /&gt;
[[rustic rug (broad)]]&lt;br /&gt;
[[animalist slab (medium)]]&lt;br /&gt;
[[animalist slab (broad)]]&lt;br /&gt;
 &lt;br /&gt;
Inert relics, likely don't need new pages. - chalice, pendant, box, tablet, fragment, hilt, ark&lt;br /&gt;
 &lt;br /&gt;
[[cannibal tribe]]&lt;br /&gt;
[[Nudist tribe]]&lt;br /&gt;
[[cannibal pirate gang]]&lt;br /&gt;
 &lt;br /&gt;
[[Beggars]]&lt;br /&gt;
 &lt;br /&gt;
[[fungal gravel]]&lt;br /&gt;
&lt;br /&gt;
Terrain_Floors.xml&lt;br /&gt;
&lt;br /&gt;
====Pathcosts====&lt;br /&gt;
Someone on /r/RimWorld had the idea of putting how much you get slowed down walking over stuff in the wiki.  That's just pathCost in XML, but I'm not sure exactly how it translates to the real world, but... there really only seems to be three or four speeds in use in vanilla.  10-14, 30, 42, and 50.  Which is something like &amp;quot;Tiny Furniture / Loose Stuff&amp;quot;, &amp;quot;Medium Furniture like Telescopes&amp;quot;, &amp;quot;Security Features like Sandbags or other hard to cross stuff like campfires&amp;quot;, and &amp;quot;Big furniture like workbenches or pianos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fences have a path cost of 80, so that's probably why crossing them is so slow.&lt;br /&gt;
I think I might have how some of it translates.&lt;br /&gt;
Sandbag is 42, rock chunk is 42...&lt;br /&gt;
Path cost of marshy soil is 14, speed is 48%, &lt;br /&gt;
soft sand also 14, speed also 48%&lt;br /&gt;
sand path cost is 4, speed is 76%&lt;br /&gt;
lichen covered soil path cost is 3, speed is 81%&lt;br /&gt;
soil path cost is 2, speed is 87%&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* Add royalty content buildings to the nav boxes.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink [[Factions]], [[Empire]], [[Raiders]], and [[Visitor]]&lt;br /&gt;
**Theres also [[Character Types]] [[Pawns]] and [[People]]. Way too many&lt;br /&gt;
***Oh and theres also [[Guest]]&lt;br /&gt;
****[[Colonists]]&lt;br /&gt;
*****[[Traveler]] too? What the heck. &lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Rock chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Damage Types]] and sepecifically explosives do 2x damage to buildings and 4x to walls, this concept and&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[title]] cloth requirement tags. Odd behavior noticed by discord user might be explained by how they're set up. It seems a {{Tag List|tags|Cape}} might replace the need for a [[Formal shirt]] for Acolytes because its in the tags and covers the torso. Similarly prestige armor might substitute for both the shirt and the vest because again, its listed as an option for both and covers the torso.&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* InvestigateDoes clothes flammability affect chance to light on fire?&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate Pyromaniac mood boost - just incendiary launcher or molotovs as well? Wb inferno cannons or plasmaswords? Add to pages.&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate do pawns with 0 [[Sight]] &amp;quot;see&amp;quot; corpses?  [https://www.reddit.com/r/RimWorld/comments/ld7vwn/you_cant_witness_an_allys_death_or_observe/ answer no]&lt;br /&gt;
* investigate the damage type of doomsday launchers and how they interact qith armor&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate EMP shells having a larger explosion radius when exploding on ground than when fired.&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate AP mechanics for [[Armor]] - it appears that damageDef.armorCategory.armorRatingStat is set only once, at the start, and thus even if the first layer mitigates the damage and changes the damage type from sharp to blunt, it continues to use the Sharp armor ratings of lower layers. i.e. if the damage is sharp, and a duster mitigates the damage, halving it and changing it to blunt, the flak vest still uses the 100% sharp armor rating when performing its penetration checks. This is important as it makes layers significantly better. Thick armor mod author mentions this on the mod page&lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* Diversify page formatting from '''Acquisition''' and '''Analysis''' to '''Acquisition''', '''Summary''' and '''Analysis''' where summary is used to describe the facts of the thing seperate to the analysis ofr the thing. E.g. [[Phoenix armor]] - Summary: its armor, it covers this area, it reduces a pawns falmmabiltiy. Anaylsis - Its potentitally the best armor in the game due to capping sharp etc.&lt;br /&gt;
&lt;br /&gt;
* [[User:Harakoni/MarketValueChecker]]'s table.&lt;br /&gt;
&lt;br /&gt;
* [[Damage Types]] needs in-depth analysis and extrapolation.&lt;br /&gt;
* [[RimWorld Wiki:To-do]] Versions need to be integrated and the lists deleted as you go.&lt;br /&gt;
* Bring everything under the same Into; Acquisition; Analysis; Tables; Trivia; Version History; format&lt;br /&gt;
*[[Talk:Cover_List]]&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:DropPod.png]]&lt;br /&gt;
*[[:File:Chocolate.png]]&lt;br /&gt;
*[[:File:Pemmican.png]]&lt;br /&gt;
*[[:File:Cecropia tree.png]]&lt;br /&gt;
*[[:File:Warg.png]]&lt;br /&gt;
*[[:File:Minigun.png]]&lt;br /&gt;
*[[:File:Pila.png]]&lt;br /&gt;
*[[:File:HeavyChargeBlaster.png]]&lt;br /&gt;
*[[:File:Vitals monitor.png]]&lt;br /&gt;
*[[:File:Husky.png]]&lt;br /&gt;
*[[:File:Hyperweave.png]]&lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:medicine.png]]&lt;br /&gt;
*[[:File:Steel.png]]&lt;br /&gt;
*[[:File:Neutroamine.png]]&lt;br /&gt;
*[[:File:MechanoidCentipede.png]]&lt;br /&gt;
*[[:File:MechanoidScyther.png]]&lt;br /&gt;
*[[:File:Megascarab.png]]&lt;br /&gt;
*[[:File:Club.png]]&lt;br /&gt;
*[[:File:EMPGrenade.png]]&lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:AI persona core.png]]&lt;br /&gt;
*[[:File:Chemfuel.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:Tube television.png]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Death (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Eating (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
====Traits====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]]&lt;br /&gt;
* [[Persona weapon#Hunger pangs]]&lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
====Pawns====&lt;br /&gt;
*Standardize:&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
* &amp;lt;big&amp;gt;'''ADD A TESTING MODE THAT STOPS PROPERTIES FROM BEING SET AND PREVENTS PAGES FROM BEING LOGGED THAT SHOULDN'T'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Terrain affordance needed! - stuff depenetn should be tagged as such and then that should be integrated into [[Template:Building Material Table]]&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Animal DPS doesn't take into account the chanceFactor - e.g. Wargs.&lt;br /&gt;
*To add&lt;br /&gt;
**5th and 6th attack for animals  - [[scyther]]s have left and right cut and stab AND a head but.&lt;br /&gt;
**Add Research requirement to infobox?&lt;br /&gt;
***Add research and resources and crafting skill required to info box main, then make a template to automatically make that information show up in acquisition. Additionally the [[Research]] page can have lists of everything that the research unlocks&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare. &lt;br /&gt;
&lt;br /&gt;
* Link [[Damage Types]] to infobox main? Standarize?&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
* Should tables for ranged weapons blank Accuracy and DPS on ranges the weapons can't reach? Just DPS? The range stat IS displayed in game, despite the weapon never using it. We could split the difference and have Accuracy displayed but DPS not. This would allow easy comparisons with things like [[Weapons#Ranged Weapons]] without having to check the range for each weapon. Instead you can just sort by the DPS value.&lt;br /&gt;
**I'd prefer it if the values were not even there. Effective DPS is 0 anyway and it's obvious at first glance that the weapon is useless at that range. Same goes for accuracy. If it's an issue that sorting would become less useful... that's a different story. Can't judge that until I see it in action. [[User:Dr. Strangelove|Dr. Strangelove]] ([[User talk:Dr. Strangelove|talk]]) 15:36, 2 March 2021 (UTC)&lt;br /&gt;
**Can't we use color coding (red or light gray) so that the numbers still allow sorting but it's visually clear that they are based on extrapolation? [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 14:00, 6 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create pages for each Ore and Natural [[wall]] types&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we create an &amp;quot;ores&amp;quot; or &amp;quot;natural walls&amp;quot; page? &lt;br /&gt;
***This sounds like the best option for me, we can toss in all info we have without &amp;quot;polluting&amp;quot; other sections and without spending a lot of effort [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;br /&gt;
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional &amp;quot;ow there's 3 different pages about fire&amp;quot;. Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=89627</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=89627"/>
		<updated>2021-08-16T12:18:54Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Added some feedback points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&amp;lt;big&amp;gt;Hello! This is Harakoni's user page. I'm a moderator here, so feel free to post on my talk page of you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
{{#set:Maximum DPS = 100}}&lt;br /&gt;
{{#set:Accuracy (Touch) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Short) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Medium) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Long) Base = 100}}&lt;br /&gt;
{{#set: Range = 40}}&lt;br /&gt;
I created the following templates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table|&amp;lt;nowiki&amp;gt;{{Apparel Material Table}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Needs an update for exclusions (e.g. uranium [[coronet]]s and [[crown]]s are banned) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Material Table|&amp;lt;nowiki&amp;gt;{{Building Material Table}}&amp;lt;/nowiki&amp;gt;]]  || [[Template: Building Material Table Row|&amp;lt;nowiki&amp;gt;{{Building Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Add terrain affordance&lt;br /&gt;
*Check rounding&lt;br /&gt;
*Add rest effectiveness&lt;br /&gt;
*Check beauty calc on things with beauty (e.g. [[Chess table]])&lt;br /&gt;
*Do general check using bed for example&lt;br /&gt;
*work out how to apply to [[Barricade]]/[[Sandbags]] and [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Quality Table|&amp;lt;nowiki&amp;gt;{{Apparel Quality Table}}&amp;lt;/nowiki&amp;gt;]] ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Quality Table|&amp;lt;nowiki&amp;gt;{{Weapon Quality Table}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
* Add the melee quality table to ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon DPS Chart}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart}}&amp;lt;/nowiki&amp;gt;]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart|&amp;lt;nowiki&amp;gt;{{Apparel Protection Chart}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials|&amp;lt;nowiki&amp;gt;{{nav|materials|wide}}&amp;lt;/nowiki&amp;gt;]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility|&amp;lt;nowiki&amp;gt;{{nav|utility|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions|&amp;lt;nowiki&amp;gt;{{nav|factions|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats|&amp;lt;nowiki&amp;gt;{{nav|stats|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits|&amp;lt;nowiki&amp;gt;{{Persona traits}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav|&amp;lt;nowiki&amp;gt;{{Version Nav}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: RimworldIcon|&amp;lt;nowiki&amp;gt;{{RimworldIcon}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Royalty|&amp;lt;nowiki&amp;gt;{{Royalty}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: ThingTag|&amp;lt;nowiki&amp;gt;{{ThingTag}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List|&amp;lt;nowiki&amp;gt;{{Leather List}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table|&amp;lt;nowiki&amp;gt;{{Animal Health Table}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
*Add all teh bones? &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List|&amp;lt;nowiki&amp;gt;{{Ingredient List}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
*Check case sensitivity&lt;br /&gt;
*Add item categories&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator|&amp;lt;nowiki&amp;gt;{{Market Value Calculator}}&amp;lt;/nowiki&amp;gt;]]   || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip|&amp;lt;nowiki&amp;gt;{{Daily Tip}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || &lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Animal Nutrition Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Ideology]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:IdeologyIcon]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || &lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outdated but still maintained for now:&lt;br /&gt;
*[[Template: Armor material table|&amp;lt;nowiki&amp;gt;{{Armor material table}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Clothing material table|&amp;lt;nowiki&amp;gt;{{Clothing material table}}&amp;lt;/nowiki&amp;gt;]] (largely controlled by [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] now)&lt;br /&gt;
&lt;br /&gt;
I also contributed code to&lt;br /&gt;
*[[Template: RoyaltyIcon|&amp;lt;nowiki&amp;gt;{{RoyaltyIcon}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Market Value|&amp;lt;nowiki&amp;gt;{{Market Value}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
I also created the following that are not yet templates but are similar mechanically to the above.&lt;br /&gt;
*The [[Armor#Comparison table|Armor comparison table]] on the [[Armor]] page&lt;br /&gt;
* Comfort, Rest effectiveness, psychcic snesitivity boost tables on various pages.&lt;br /&gt;
If you have any issue with any of the above, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/Sandbox/Apparel]]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
* Does quality affect pheonx armor damage? Locsut Jump range etc&lt;br /&gt;
*recon and cataphract armor/helmets doesn't decrease [[slave]] suppression?? And ntiehr do other armors?&lt;br /&gt;
*[[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
*Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
*[[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
*[[Table of Human Body Parts]] is outdated. Use devmode tool.&lt;br /&gt;
*[[Dev mode]] list of options is outadaed.&lt;br /&gt;
*style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
*Version - add a release date property and then have a dated table of versions on [[Version]], it can also be used to update the version nav template&lt;br /&gt;
*Throne rooms have to be roofed.&lt;br /&gt;
* Diffigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki.&lt;br /&gt;
* Add habitats to animals.&lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* daysToRotStart&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* Split [[Meat]] into [[Meat]], [[Insect meat]] and [[Human meat]]. They have different values, effects and images and they should be callable. &lt;br /&gt;
*[[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Pain]] - [[Consciousness]] effect.&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
*investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* packing caravans with fast but otherwise useless animals to improve caravan speed.&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
*create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
*[[Property:Small Volume]] exist but isn't displayed anywehre&lt;br /&gt;
*Updating version history up to [[Version/0.13.1135]]&lt;br /&gt;
**[[Version/0.13.1135#Relationships]]&lt;br /&gt;
**[[Version/0.13.1135#Animals_and_predators]]&lt;br /&gt;
**[[Version/0.13.1135#Threat_response_mode]]&lt;br /&gt;
**[[Version/0.13.1135#Economy]]&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
*Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
*[[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
*Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Half the furniture pages are stubs. The pages don't even list the requirements for complex furniture, let along a decent analysis of each thing.&lt;br /&gt;
* [[Furniture]] has a manually created table which is likely out of date.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* Partial merge [[Armor]] and [[Clothing]] into [[Apparel]] page, ala [[Textiles]], [[Leather]], [[Fabric]]&lt;br /&gt;
** [[Talk:Armor| Heat Armor]]&lt;br /&gt;
** Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
** Create Clothing comparison table&lt;br /&gt;
* Weapon Material Table&lt;br /&gt;
* Make weapon quality table show details for the steel/plasteel on stuffable sharp, and steel/uranium on stuffable blunt&lt;br /&gt;
* Create Melee weapon comparison table, include implant weapons.&lt;br /&gt;
* Fix [[Wood]] not counting as a weapon&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* Replace all instances of [[Template:Define]] with [[Template:Infobox main]]&lt;br /&gt;
*[[Ice Sheet Guide]] - update, compare with previous edit-warred version, get rid of horrendous coloring,&lt;br /&gt;
&lt;br /&gt;
*[[Template:Main]] and [[Template:For]] have different whitespaces see [[Factions#Events]]&lt;br /&gt;
====Ideology====&lt;br /&gt;
[[Ancient terminal]]&lt;br /&gt;
[[Ancient enemy terminal]]&lt;br /&gt;
[[hermetic crate]]&lt;br /&gt;
[[security crate]]&lt;br /&gt;
[[Ancient comms console]]&lt;br /&gt;
[[Ancient unstable fuel node]]&lt;br /&gt;
[[Ancient cryptosleep pod]] (DISTINCT FROM THE CASKET)&lt;br /&gt;
&lt;br /&gt;
[[Ancient system rack]]&lt;br /&gt;
[[Ancient equipment blocks]]&lt;br /&gt;
[[Ancient machine]]&lt;br /&gt;
[[Ancient storage cylinder]]&lt;br /&gt;
[[Ancient lamp]]&lt;br /&gt;
[[Ancient bed]]&lt;br /&gt;
[[Ancient display bank]]&lt;br /&gt;
[[Ancient locker bank]]&lt;br /&gt;
[[Ancient crate]]&lt;br /&gt;
[[Ancient barrel]]&lt;br /&gt;
[[Ancient generator]]&lt;br /&gt;
[[Ancient operating table]]&lt;br /&gt;
&lt;br /&gt;
[[terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
[[spacedrone]]&lt;br /&gt;
&lt;br /&gt;
[[small altar]]&lt;br /&gt;
[[medium altar]]&lt;br /&gt;
[[large altar]]&lt;br /&gt;
[[grand altar]]&lt;br /&gt;
[[Ideogram]]&lt;br /&gt;
[[standing darklamp]]&lt;br /&gt;
[[darktorch]]&lt;br /&gt;
[[fungus darktorch]]&lt;br /&gt;
[[christmas tree]]&lt;br /&gt;
[[cannibal platter]]&lt;br /&gt;
[[Burnbong]]&lt;br /&gt;
&lt;br /&gt;
[[gibbet cage]]&lt;br /&gt;
[[Loudspeaker]]&lt;br /&gt;
[[Drum]]&lt;br /&gt;
[[Pew]]&lt;br /&gt;
[[bonsai pot]]&lt;br /&gt;
[[slab bed]]&lt;br /&gt;
[[slab double bed]]&lt;br /&gt;
[[dryad cocoon]]&lt;br /&gt;
[[gaumaker pod]]&lt;br /&gt;
&lt;br /&gt;
[[archonexus core]]&lt;br /&gt;
[[grand archotech structure]]&lt;br /&gt;
[[archotech tower]]&lt;br /&gt;
 &lt;br /&gt;
[[Filth]]s dont need new pages but need to be added:&lt;br /&gt;
* dried blood&lt;br /&gt;
* scattered documents&lt;br /&gt;
* ragged uniform&lt;br /&gt;
* pod slime&lt;br /&gt;
* oil smear&lt;br /&gt;
 &lt;br /&gt;
[[morbid slab (medium)]]&lt;br /&gt;
[[morbid slab (broad)]]&lt;br /&gt;
[[totemic slab (medium)]]&lt;br /&gt;
[[totemic slab (broad)]]&lt;br /&gt;
[[spikecore floor-star (medium)]]&lt;br /&gt;
[[spikecore floor-star (broad)]]&lt;br /&gt;
[[rustic rug (medium)]]&lt;br /&gt;
[[rustic rug (broad)]]&lt;br /&gt;
[[animalist slab (medium)]]&lt;br /&gt;
[[animalist slab (broad)]]&lt;br /&gt;
 &lt;br /&gt;
Inert relics, likely don't need new pages. - chalice, pendant, box, tablet, fragment, hilt, ark&lt;br /&gt;
 &lt;br /&gt;
[[cannibal tribe]]&lt;br /&gt;
[[Nudist tribe]]&lt;br /&gt;
[[cannibal pirate gang]]&lt;br /&gt;
 &lt;br /&gt;
[[Beggars]]&lt;br /&gt;
 &lt;br /&gt;
[[fungal gravel]]&lt;br /&gt;
&lt;br /&gt;
Terrain_Floors.xml&lt;br /&gt;
&lt;br /&gt;
====Pathcosts====&lt;br /&gt;
Someone on /r/RimWorld had the idea of putting how much you get slowed down walking over stuff in the wiki.  That's just pathCost in XML, but I'm not sure exactly how it translates to the real world, but... there really only seems to be three or four speeds in use in vanilla.  10-14, 30, 42, and 50.  Which is something like &amp;quot;Tiny Furniture / Loose Stuff&amp;quot;, &amp;quot;Medium Furniture like Telescopes&amp;quot;, &amp;quot;Security Features like Sandbags or other hard to cross stuff like campfires&amp;quot;, and &amp;quot;Big furniture like workbenches or pianos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fences have a path cost of 80, so that's probably why crossing them is so slow.&lt;br /&gt;
I think I might have how some of it translates.&lt;br /&gt;
Sandbag is 42, rock chunk is 42...&lt;br /&gt;
Path cost of marshy soil is 14, speed is 48%, &lt;br /&gt;
soft sand also 14, speed also 48%&lt;br /&gt;
sand path cost is 4, speed is 76%&lt;br /&gt;
lichen covered soil path cost is 3, speed is 81%&lt;br /&gt;
soil path cost is 2, speed is 87%&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* Add royalty content buildings to the nav boxes.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink [[Factions]], [[Empire]], [[Raiders]], and [[Visitor]]&lt;br /&gt;
**Theres also [[Character Types]] [[Pawns]] and [[People]]. Way too many&lt;br /&gt;
***Oh and theres also [[Guest]]&lt;br /&gt;
****[[Colonists]]&lt;br /&gt;
*****[[Traveler]] too? What the heck. &lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Rock chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Damage Types]] and sepecifically explosives do 2x damage to buildings and 4x to walls, this concept and&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[title]] cloth requirement tags. Odd behavior noticed by discord user might be explained by how they're set up. It seems a {{Tag List|tags|Cape}} might replace the need for a [[Formal shirt]] for Acolytes because its in the tags and covers the torso. Similarly prestige armor might substitute for both the shirt and the vest because again, its listed as an option for both and covers the torso.&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* InvestigateDoes clothes flammability affect chance to light on fire?&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate Pyromaniac mood boost - just incendiary launcher or molotovs as well? Wb inferno cannons or plasmaswords? Add to pages.&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate do pawns with 0 [[Sight]] &amp;quot;see&amp;quot; corpses?  [https://www.reddit.com/r/RimWorld/comments/ld7vwn/you_cant_witness_an_allys_death_or_observe/ answer no]&lt;br /&gt;
* investigate the damage type of doomsday launchers and how they interact qith armor&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate EMP shells having a larger explosion radius when exploding on ground than when fired.&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate AP mechanics for [[Armor]] - it appears that damageDef.armorCategory.armorRatingStat is set only once, at the start, and thus even if the first layer mitigates the damage and changes the damage type from sharp to blunt, it continues to use the Sharp armor ratings of lower layers. i.e. if the damage is sharp, and a duster mitigates the damage, halving it and changing it to blunt, the flak vest still uses the 100% sharp armor rating when performing its penetration checks. This is important as it makes layers significantly better. Thick armor mod author mentions this on the mod page&lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* Diversify page formatting from '''Acquisition''' and '''Analysis''' to '''Acquisition''', '''Summary''' and '''Analysis''' where summary is used to describe the facts of the thing seperate to the analysis ofr the thing. E.g. [[Phoenix armor]] - Summary: its armor, it covers this area, it reduces a pawns falmmabiltiy. Anaylsis - Its potentitally the best armor in the game due to capping sharp etc.&lt;br /&gt;
&lt;br /&gt;
* [[User:Harakoni/MarketValueChecker]]'s table.&lt;br /&gt;
&lt;br /&gt;
* [[Damage Types]] needs in-depth analysis and extrapolation.&lt;br /&gt;
* [[RimWorld Wiki:To-do]] Versions need to be integrated and the lists deleted as you go.&lt;br /&gt;
* Bring everything under the same Into; Acquisition; Analysis; Tables; Trivia; Version History; format&lt;br /&gt;
*[[Talk:Cover_List]]&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:DropPod.png]]&lt;br /&gt;
*[[:File:Chocolate.png]]&lt;br /&gt;
*[[:File:Pemmican.png]]&lt;br /&gt;
*[[:File:Cecropia tree.png]]&lt;br /&gt;
*[[:File:Warg.png]]&lt;br /&gt;
*[[:File:Minigun.png]]&lt;br /&gt;
*[[:File:Pila.png]]&lt;br /&gt;
*[[:File:HeavyChargeBlaster.png]]&lt;br /&gt;
*[[:File:Vitals monitor.png]]&lt;br /&gt;
*[[:File:Husky.png]]&lt;br /&gt;
*[[:File:Hyperweave.png]]&lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:medicine.png]]&lt;br /&gt;
*[[:File:Steel.png]]&lt;br /&gt;
*[[:File:Neutroamine.png]]&lt;br /&gt;
*[[:File:MechanoidCentipede.png]]&lt;br /&gt;
*[[:File:MechanoidScyther.png]]&lt;br /&gt;
*[[:File:Megascarab.png]]&lt;br /&gt;
*[[:File:Club.png]]&lt;br /&gt;
*[[:File:EMPGrenade.png]]&lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:AI persona core.png]]&lt;br /&gt;
*[[:File:Chemfuel.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:Tube television.png]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Death (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Eating (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
====Traits====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]]&lt;br /&gt;
* [[Persona weapon#Hunger pangs]]&lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
====Pawns====&lt;br /&gt;
*Standardize:&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
* &amp;lt;big&amp;gt;'''ADD A TESTING MODE THAT STOPS PROPERTIES FROM BEING SET AND PREVENTS PAGES FROM BEING LOGGED THAT SHOULDN'T'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Terrain affordance needed! - stuff depenetn should be tagged as such and then that should be integrated into [[Template:Building Material Table]]&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Animal DPS doesn't take into account the chanceFactor - e.g. Wargs.&lt;br /&gt;
*To add&lt;br /&gt;
**5th and 6th attack for animals  - [[scyther]]s have left and right cut and stab AND a head but.&lt;br /&gt;
**Add Research requirement to infobox?&lt;br /&gt;
***Add research and resources and crafting skill required to info box main, then make a template to automatically make that information show up in acquisition. Additionally the [[Research]] page can have lists of everything that the research unlocks&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare. &lt;br /&gt;
&lt;br /&gt;
* Link [[Damage Types]] to infobox main? Standarize?&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
* Should tables for ranged weapons blank Accuracy and DPS on ranges the weapons can't reach? Just DPS? The range stat IS displayed in game, despite the weapon never using it. We could split the difference and have Accuracy displayed but DPS not. This would allow easy comparisons with things like [[Weapons#Ranged Weapons]] without having to check the range for each weapon. Instead you can just sort by the DPS value.&lt;br /&gt;
**I'd prefer it if the values were not even there. Effective DPS is 0 anyway and it's obvious at first glance that the weapon is useless at that range. Same goes for accuracy. If it's an issue that sorting would become less useful... that's a different story. Can't judge that until I see it in action. [[User:Dr. Strangelove|Dr. Strangelove]] ([[User talk:Dr. Strangelove|talk]]) 15:36, 2 March 2021 (UTC)&lt;br /&gt;
**Can't we use color coding (red or light gray) so that the numbers still allow sorting but it's visually clear that they are based on extrapolation? [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 14:00, 6 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create pages for each Ore and Natural [[wall]] types&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we create an &amp;quot;ores&amp;quot; or &amp;quot;natural walls&amp;quot; page? &lt;br /&gt;
***This sounds like the best option for me, we can toss in all info we have without &amp;quot;polluting&amp;quot; other sections and without spending a lot of effort [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC)&lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;br /&gt;
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional &amp;quot;ow there's 3 different pages about fire&amp;quot;. Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=89626</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=89626"/>
		<updated>2021-08-16T12:07:39Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: formatting and typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&amp;lt;big&amp;gt;Hello! This is Harakoni's user page. I'm a moderator here, so feel free to post on my talk page of you need assistance.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
{{#set:Maximum DPS = 100}}&lt;br /&gt;
{{#set:Accuracy (Touch) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Short) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Medium) Base = 100}}&lt;br /&gt;
{{#set:Accuracy (Long) Base = 100}}&lt;br /&gt;
{{#set: Range = 40}}&lt;br /&gt;
I created the following templates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table|&amp;lt;nowiki&amp;gt;{{Apparel Material Table}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Needs an update for exclusions (e.g. uranium [[coronet]]s and [[crown]]s are banned) &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Material Table|&amp;lt;nowiki&amp;gt;{{Building Material Table}}&amp;lt;/nowiki&amp;gt;]]  || [[Template: Building Material Table Row|&amp;lt;nowiki&amp;gt;{{Building Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Add terrain affordance&lt;br /&gt;
*Check rounding&lt;br /&gt;
*Add rest effectiveness&lt;br /&gt;
*Check beauty calc on things with beauty (e.g. [[Chess table]])&lt;br /&gt;
*Do general check using bed for example&lt;br /&gt;
*work out how to apply to [[Barricade]]/[[Sandbags]] and [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Quality Table|&amp;lt;nowiki&amp;gt;{{Apparel Quality Table}}&amp;lt;/nowiki&amp;gt;]] ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Quality Table|&amp;lt;nowiki&amp;gt;{{Weapon Quality Table}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
* Add the melee quality table to ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon DPS Chart}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart}}&amp;lt;/nowiki&amp;gt;]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart|&amp;lt;nowiki&amp;gt;{{Apparel Protection Chart}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials|&amp;lt;nowiki&amp;gt;{{nav|materials|wide}}&amp;lt;/nowiki&amp;gt;]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility|&amp;lt;nowiki&amp;gt;{{nav|utility|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions|&amp;lt;nowiki&amp;gt;{{nav|factions|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats|&amp;lt;nowiki&amp;gt;{{nav|stats|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits|&amp;lt;nowiki&amp;gt;{{Persona traits}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav|&amp;lt;nowiki&amp;gt;{{Version Nav}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: RimworldIcon|&amp;lt;nowiki&amp;gt;{{RimworldIcon}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Royalty|&amp;lt;nowiki&amp;gt;{{Royalty}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: ThingTag|&amp;lt;nowiki&amp;gt;{{ThingTag}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List|&amp;lt;nowiki&amp;gt;{{Leather List}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table|&amp;lt;nowiki&amp;gt;{{Animal Health Table}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
*Add all teh bones? &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List|&amp;lt;nowiki&amp;gt;{{Ingredient List}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
*Check case sensitivity&lt;br /&gt;
*Add item categories&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator|&amp;lt;nowiki&amp;gt;{{Market Value Calculator}}&amp;lt;/nowiki&amp;gt;]]   || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip|&amp;lt;nowiki&amp;gt;{{Daily Tip}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || &lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Animal Nutrition Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Ideology]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:IdeologyIcon]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Recipe List]] || [[Template:Recipe List Row]]  || &lt;br /&gt;
*Added crafted resources/drugs/etc&lt;br /&gt;
*Consider adding Value-Work Efficiency	Value-Materials Efficiency	Value-Weight Efficiency&lt;br /&gt;
*Consider adding skill requiremnts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outdated but still maintained for now:&lt;br /&gt;
*[[Template: Armor material table|&amp;lt;nowiki&amp;gt;{{Armor material table}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Clothing material table|&amp;lt;nowiki&amp;gt;{{Clothing material table}}&amp;lt;/nowiki&amp;gt;]] (largely controlled by [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] now)&lt;br /&gt;
&lt;br /&gt;
I also contributed code to&lt;br /&gt;
*[[Template: RoyaltyIcon|&amp;lt;nowiki&amp;gt;{{RoyaltyIcon}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Market Value|&amp;lt;nowiki&amp;gt;{{Market Value}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
I also created the following that are not yet templates but are similar mechanically to the above.&lt;br /&gt;
*The [[Armor#Comparison table|Armor comparison table]] on the [[Armor]] page&lt;br /&gt;
* Comfort, Rest effectiveness, psychcic snesitivity boost tables on various pages.&lt;br /&gt;
If you have any issue with any of the above, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/Sandbox/Apparel]]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
* Does quality affect pheonx armor damage? Locsut Jump range etc&lt;br /&gt;
*recon and cataphract armor/helmets doesn't decrease [[slave]] suppression?? And ntiehr do other armors?&lt;br /&gt;
*[[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.&lt;br /&gt;
*Weapon testing - khit says that other discord users found that spear &amp;gt; longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out.&lt;br /&gt;
*[[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
*[[Table of Human Body Parts]] is outdated. Use devmode tool.&lt;br /&gt;
*[[Dev mode]] list of options is outadaed.&lt;br /&gt;
*style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
*Version - add a release date property and then have a dated table of versions on [[Version]], it can also be used to update the version nav template&lt;br /&gt;
*Throne rooms have to be roofed.&lt;br /&gt;
* Diffigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki.&lt;br /&gt;
* Add habitats to animals.&lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* daysToRotStart&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* Split [[Meat]] into [[Meat]], [[Insect meat]] and [[Human meat]]. They have different values, effects and images and they should be callable. &lt;br /&gt;
*[[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Pain]] - [[Consciousness]] effect.&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
*investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* packing caravans with fast but otherwise useless animals to improve caravan speed.&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
*create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
*[[Property:Small Volume]] exist but isn't displayed anywehre&lt;br /&gt;
*Updating version history up to [[Version/0.13.1135]]&lt;br /&gt;
**[[Version/0.13.1135#Relationships]]&lt;br /&gt;
**[[Version/0.13.1135#Animals_and_predators]]&lt;br /&gt;
**[[Version/0.13.1135#Threat_response_mode]]&lt;br /&gt;
**[[Version/0.13.1135#Economy]]&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
*Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
*[[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
*Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Half the furniture pages are stubs. The pages don't even list the requirements for complex furniture, let along a decent analysis of each thing.&lt;br /&gt;
* [[Furniture]] has a manually created table which is likely out of date.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* Partial merge [[Armor]] and [[Clothing]] into [[Apparel]] page, ala [[Textiles]], [[Leather]], [[Fabric]]&lt;br /&gt;
** [[Talk:Armor| Heat Armor]]&lt;br /&gt;
** Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
** Create Clothing comparison table&lt;br /&gt;
* Weapon Material Table&lt;br /&gt;
* Make weapon quality table show details for the steel/plasteel on stuffable sharp, and steel/uranium on stuffable blunt&lt;br /&gt;
* Create Melee weapon comparison table, include implant weapons.&lt;br /&gt;
* Fix [[Wood]] not counting as a weapon&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* Replace all instances of [[Template:Define]] with [[Template:Infobox main]]&lt;br /&gt;
*[[Ice Sheet Guide]] - update, compare with previous edit-warred version, get rid of horrendous coloring,&lt;br /&gt;
&lt;br /&gt;
*[[Template:Main]] and [[Template:For]] have different whitespaces see [[Factions#Events]]&lt;br /&gt;
====Ideology====&lt;br /&gt;
[[Ancient terminal]]&lt;br /&gt;
[[Ancient enemy terminal]]&lt;br /&gt;
[[hermetic crate]]&lt;br /&gt;
[[security crate]]&lt;br /&gt;
[[Ancient comms console]]&lt;br /&gt;
[[Ancient unstable fuel node]]&lt;br /&gt;
[[Ancient cryptosleep pod]] (DISTINCT FROM THE CASKET)&lt;br /&gt;
&lt;br /&gt;
[[Ancient system rack]]&lt;br /&gt;
[[Ancient equipment blocks]]&lt;br /&gt;
[[Ancient machine]]&lt;br /&gt;
[[Ancient storage cylinder]]&lt;br /&gt;
[[Ancient lamp]]&lt;br /&gt;
[[Ancient bed]]&lt;br /&gt;
[[Ancient display bank]]&lt;br /&gt;
[[Ancient locker bank]]&lt;br /&gt;
[[Ancient crate]]&lt;br /&gt;
[[Ancient barrel]]&lt;br /&gt;
[[Ancient generator]]&lt;br /&gt;
[[Ancient operating table]]&lt;br /&gt;
&lt;br /&gt;
[[terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
[[spacedrone]]&lt;br /&gt;
&lt;br /&gt;
[[small altar]]&lt;br /&gt;
[[medium altar]]&lt;br /&gt;
[[large altar]]&lt;br /&gt;
[[grand altar]]&lt;br /&gt;
[[Ideogram]]&lt;br /&gt;
[[standing darklamp]]&lt;br /&gt;
[[darktorch]]&lt;br /&gt;
[[fungus darktorch]]&lt;br /&gt;
[[christmas tree]]&lt;br /&gt;
[[cannibal platter]]&lt;br /&gt;
[[Burnbong]]&lt;br /&gt;
&lt;br /&gt;
[[gibbet cage]]&lt;br /&gt;
[[Loudspeaker]]&lt;br /&gt;
[[Drum]]&lt;br /&gt;
[[Pew]]&lt;br /&gt;
[[bonsai pot]]&lt;br /&gt;
[[slab bed]]&lt;br /&gt;
[[slab double bed]]&lt;br /&gt;
[[dryad cocoon]]&lt;br /&gt;
[[gaumaker pod]]&lt;br /&gt;
&lt;br /&gt;
[[archonexus core]]&lt;br /&gt;
[[grand archotech structure]]&lt;br /&gt;
[[archotech tower]]&lt;br /&gt;
 &lt;br /&gt;
[[Filth]]s dont need new pages but need to be added:&lt;br /&gt;
* dried blood&lt;br /&gt;
* scattered documents&lt;br /&gt;
* ragged uniform&lt;br /&gt;
* pod slime&lt;br /&gt;
* oil smear&lt;br /&gt;
 &lt;br /&gt;
[[morbid slab (medium)]]&lt;br /&gt;
[[morbid slab (broad)]]&lt;br /&gt;
[[totemic slab (medium)]]&lt;br /&gt;
[[totemic slab (broad)]]&lt;br /&gt;
[[spikecore floor-star (medium)]]&lt;br /&gt;
[[spikecore floor-star (broad)]]&lt;br /&gt;
[[rustic rug (medium)]]&lt;br /&gt;
[[rustic rug (broad)]]&lt;br /&gt;
[[animalist slab (medium)]]&lt;br /&gt;
[[animalist slab (broad)]]&lt;br /&gt;
 &lt;br /&gt;
Inert relics, likely don't need new pages. - chalice, pendant, box, tablet, fragment, hilt, ark&lt;br /&gt;
 &lt;br /&gt;
[[cannibal tribe]]&lt;br /&gt;
[[Nudist tribe]]&lt;br /&gt;
[[cannibal pirate gang]]&lt;br /&gt;
 &lt;br /&gt;
[[Beggars]]&lt;br /&gt;
 &lt;br /&gt;
[[fungal gravel]]&lt;br /&gt;
&lt;br /&gt;
Terrain_Floors.xml&lt;br /&gt;
&lt;br /&gt;
====Pathcosts====&lt;br /&gt;
Someone on /r/RimWorld had the idea of putting how much you get slowed down walking over stuff in the wiki.  That's just pathCost in XML, but I'm not sure exactly how it translates to the real world, but... there really only seems to be three or four speeds in use in vanilla.  10-14, 30, 42, and 50.  Which is something like &amp;quot;Tiny Furniture / Loose Stuff&amp;quot;, &amp;quot;Medium Furniture like Telescopes&amp;quot;, &amp;quot;Security Features like Sandbags or other hard to cross stuff like campfires&amp;quot;, and &amp;quot;Big furniture like workbenches or pianos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fences have a path cost of 80, so that's probably why crossing them is so slow.&lt;br /&gt;
I think I might have how some of it translates.&lt;br /&gt;
Sandbag is 42, rock chunk is 42...&lt;br /&gt;
Path cost of marshy soil is 14, speed is 48%, &lt;br /&gt;
soft sand also 14, speed also 48%&lt;br /&gt;
sand path cost is 4, speed is 76%&lt;br /&gt;
lichen covered soil path cost is 3, speed is 81%&lt;br /&gt;
soil path cost is 2, speed is 87%&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Blight]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* Add royalty content buildings to the nav boxes.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink [[Factions]], [[Empire]], [[Raiders]], and [[Visitor]]&lt;br /&gt;
**Theres also [[Character Types]] [[Pawns]] and [[People]]. Way too many&lt;br /&gt;
***Oh and theres also [[Guest]]&lt;br /&gt;
****[[Colonists]]&lt;br /&gt;
*****[[Traveler]] too? What the heck. &lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Rock chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Damage Types]] and sepecifically explosives do 2x damage to buildings and 4x to walls, this concept and&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[title]] cloth requirement tags. Odd behavior noticed by discord user might be explained by how they're set up. It seems a {{Tag List|tags|Cape}} might replace the need for a [[Formal shirt]] for Acolytes because its in the tags and covers the torso. Similarly prestige armor might substitute for both the shirt and the vest because again, its listed as an option for both and covers the torso.&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* InvestigateDoes clothes flammability affect chance to light on fire?&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate Pyromaniac mood boost - just incendiary launcher or molotovs as well? Wb inferno cannons or plasmaswords? Add to pages.&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate do pawns with 0 [[Sight]] &amp;quot;see&amp;quot; corpses?  [https://www.reddit.com/r/RimWorld/comments/ld7vwn/you_cant_witness_an_allys_death_or_observe/ answer no]&lt;br /&gt;
* investigate the damage type of doomsday launchers and how they interact qith armor&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate EMP shells having a larger explosion radius when exploding on ground than when fired.&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate AP mechanics for [[Armor]] - it appears that damageDef.armorCategory.armorRatingStat is set only once, at the start, and thus even if the first layer mitigates the damage and changes the damage type from sharp to blunt, it continues to use the Sharp armor ratings of lower layers. i.e. if the damage is sharp, and a duster mitigates the damage, halving it and changing it to blunt, the flak vest still uses the 100% sharp armor rating when performing its penetration checks. This is important as it makes layers significantly better. Thick armor mod author mentions this on the mod page&lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* Diversify page formatting from '''Acquisition''' and '''Analysis''' to '''Acquisition''', '''Summary''' and '''Analysis''' where summary is used to describe the facts of the thing seperate to the analysis ofr the thing. E.g. [[Phoenix armor]] - Summary: its armor, it covers this area, it reduces a pawns falmmabiltiy. Anaylsis - Its potentitally the best armor in the game due to capping sharp etc.&lt;br /&gt;
&lt;br /&gt;
* [[User:Harakoni/MarketValueChecker]]'s table.&lt;br /&gt;
&lt;br /&gt;
* [[Damage Types]] needs in-depth analysis and extrapolation.&lt;br /&gt;
* [[RimWorld Wiki:To-do]] Versions need to be integrated and the lists deleted as you go.&lt;br /&gt;
* Bring everything under the same Into; Acquisition; Analysis; Tables; Trivia; Version History; format&lt;br /&gt;
*[[Talk:Cover_List]]&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:DropPod.png]]&lt;br /&gt;
*[[:File:Chocolate.png]]&lt;br /&gt;
*[[:File:Pemmican.png]]&lt;br /&gt;
*[[:File:Cecropia tree.png]]&lt;br /&gt;
*[[:File:Warg.png]]&lt;br /&gt;
*[[:File:Minigun.png]]&lt;br /&gt;
*[[:File:Pila.png]]&lt;br /&gt;
*[[:File:HeavyChargeBlaster.png]]&lt;br /&gt;
*[[:File:Vitals monitor.png]]&lt;br /&gt;
*[[:File:Husky.png]]&lt;br /&gt;
*[[:File:Hyperweave.png]]&lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:medicine.png]]&lt;br /&gt;
*[[:File:Steel.png]]&lt;br /&gt;
*[[:File:Neutroamine.png]]&lt;br /&gt;
*[[:File:MechanoidCentipede.png]]&lt;br /&gt;
*[[:File:MechanoidScyther.png]]&lt;br /&gt;
*[[:File:Megascarab.png]]&lt;br /&gt;
*[[:File:Club.png]]&lt;br /&gt;
*[[:File:EMPGrenade.png]]&lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:AI persona core.png]]&lt;br /&gt;
*[[:File:Chemfuel.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:Tube television.png]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Death (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Eating (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
====Traits====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]]&lt;br /&gt;
* [[Persona weapon#Hunger pangs]]&lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
====Pawns====&lt;br /&gt;
*Standardize:&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
* &amp;lt;big&amp;gt;'''ADD A TESTING MODE THAT STOPS PROPERTIES FROM BEING SET AND PREVENTS PAGES FROM BEING LOGGED THAT SHOULDN'T'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Terrain affordance needed! - stuff depenetn should be tagged as such and then that should be integrated into [[Template:Building Material Table]]&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Animal DPS doesn't take into account the chanceFactor - e.g. Wargs.&lt;br /&gt;
*To add&lt;br /&gt;
**5th and 6th attack for animals  - [[scyther]]s have left and right cut and stab AND a head but.&lt;br /&gt;
**Add Research requirement to infobox?&lt;br /&gt;
***Add research and resources and crafting skill required to info box main, then make a template to automatically make that information show up in acquisition. Additionally the [[Research]] page can have lists of everything that the research unlocks&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare. &lt;br /&gt;
&lt;br /&gt;
* Link [[Damage Types]] to infobox main? Standarize?&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
* Should tables for ranged weapons blank Accuracy and DPS on ranges the weapons can't reach? Just DPS? The range stat IS displayed in game, despite the weapon never using it. We could split the difference and have Accuracy displayed but DPS not. This would allow easy comparisons with things like [[Weapons#Ranged Weapons]] without having to check the range for each weapon. Instead you can just sort by the DPS value.&lt;br /&gt;
**I'd prefer it if the values were not even there. Effective DPS is 0 anyway and it's obvious at first glance that the weapon is useless at that range. Same goes for accuracy. If it's an issue that sorting would become less useful... that's a different story. Can't judge that until I see it in action. [[User:Dr. Strangelove|Dr. Strangelove]] ([[User talk:Dr. Strangelove|talk]]) 15:36, 2 March 2021 (UTC)&lt;br /&gt;
**Can't we use color coding (red or light gray) so that the numbers still allow sorting but it's visually clear that they are based on extrapolation? [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 14:00, 6 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavaialbe. Atm I've created a secion on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the intial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create pages for each Ore and Natural [[wall]] types&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page&lt;br /&gt;
**Should we create an &amp;quot;ores&amp;quot; or &amp;quot;natural walls&amp;quot; page? &lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=88878</id>
		<title>User:Harakoni</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Harakoni&amp;diff=88878"/>
		<updated>2021-08-06T14:01:03Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Feed regarding weapon tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&amp;lt;big&amp;gt;Hello! This is Harakoni's user page.&amp;lt;/big&amp;gt;''' [[Category: Harakoni page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You can see my contributions [[Special:Contributions/Harakoni|here]]. &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;You can compare almost every item in the game [[User:Harakoni/Comparison_Tables|here]]. &amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
I created the following templates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By !! Notes/TO-DO&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Material Table|&amp;lt;nowiki&amp;gt;{{Apparel Material Table}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Apparel Material Table Row|&amp;lt;nowiki&amp;gt;{{Apparel Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Needs an update for exclusions (e.g. uranium [[coronet]]s and [[crown]]s are banned) &lt;br /&gt;
*Needs an update for market value calculations like on the Hood.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Building Material Table|&amp;lt;nowiki&amp;gt;{{Building Material Table}}&amp;lt;/nowiki&amp;gt;]]  || [[Template: Building Material Table Row|&amp;lt;nowiki&amp;gt;{{Building Material Table Row}}&amp;lt;/nowiki&amp;gt;]] || &lt;br /&gt;
*Add terrain affordance&lt;br /&gt;
*Check rounding&lt;br /&gt;
*Add rest effectiveness&lt;br /&gt;
*Check beauty calc on things with beauty (e.g. [[Chess table]])&lt;br /&gt;
*Do general check using bed for example&lt;br /&gt;
*work out how to apply to [[Barricade]]/[[Sandbags]] and [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Quality Table|&amp;lt;nowiki&amp;gt;{{Apparel Quality Table}}&amp;lt;/nowiki&amp;gt;]] ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Quality Table|&amp;lt;nowiki&amp;gt;{{Weapon Quality Table}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
* Add the melee quality table to ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon DPS Chart}}&amp;lt;/nowiki&amp;gt;]]  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Weapon Iterated DPS Chart|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart}}&amp;lt;/nowiki&amp;gt;]] || [[Template:Weapon DPS Iterator|&amp;lt;nowiki&amp;gt;{{Template:Weapon DPS Iterator}}&amp;lt;/nowiki&amp;gt;]] -&amp;gt;&amp;lt;br&amp;gt;[[Template: Weapon Iterated DPS Chart Segment|&amp;lt;nowiki&amp;gt;{{Weapon Iterated DPS Chart Segment}}&amp;lt;/nowiki&amp;gt;]])||&lt;br /&gt;
*Add armor or at least DPS reduction&lt;br /&gt;
*Add minimum range and then add to turrets.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Apparel Protection Chart|&amp;lt;nowiki&amp;gt;{{Apparel Protection Chart}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Flak and Duster vs Marine&lt;br /&gt;
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Nav/materials|&amp;lt;nowiki&amp;gt;{{nav|materials|wide}}&amp;lt;/nowiki&amp;gt;]] which replaced my other creation [[Template: Nav/textiles|&amp;lt;nowiki&amp;gt;{{nav|textiles|wide}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
*Switch to [[Resources]]?&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/Utility|&amp;lt;nowiki&amp;gt;{{nav|utility|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/factions|&amp;lt;nowiki&amp;gt;{{nav|factions|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Nav/stats|&amp;lt;nowiki&amp;gt;{{nav|stats|wide}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Persona traits|&amp;lt;nowiki&amp;gt;{{Persona traits}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Apparel comparison table row]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Version Nav|&amp;lt;nowiki&amp;gt;{{Version Nav}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: RimworldIcon|&amp;lt;nowiki&amp;gt;{{RimworldIcon}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Royalty|&amp;lt;nowiki&amp;gt;{{Royalty}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: ThingTag|&amp;lt;nowiki&amp;gt;{{ThingTag}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Leather List|&amp;lt;nowiki&amp;gt;{{Leather List}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Animal Health Table|&amp;lt;nowiki&amp;gt;{{Animal Health Table}}&amp;lt;/nowiki&amp;gt;]]  || ||&lt;br /&gt;
*Add all teh bones? &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Ingredient List|&amp;lt;nowiki&amp;gt;{{Ingredient List}}&amp;lt;/nowiki&amp;gt;]] || [[Template: Ingredient List Row|&amp;lt;nowiki&amp;gt;{{Ingredient List Row}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
*Check case sensitivity&lt;br /&gt;
*Add item categories&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Stonecutting maximization]]  || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Market Value Calculator|&amp;lt;nowiki&amp;gt;{{Market Value Calculator}}&amp;lt;/nowiki&amp;gt;]]   || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template: Daily Tip|&amp;lt;nowiki&amp;gt;{{Daily Tip}}&amp;lt;/nowiki&amp;gt;]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Tag List]] || [[Template:Tag List Excluder]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Current Version]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Template:Required Resources]] || || &lt;br /&gt;
* Add simple mode with just icons.&lt;br /&gt;
* Add &amp;quot;s&amp;quot; when using words that should be plural (components) and tthere are more than 1. &lt;br /&gt;
* Add stuff types when the thing detects stuff.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Pawn Table Header]] || || Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page. &lt;br /&gt;
* Make it so that muliple tables can be merged? E.g. Pirates + Mercs?&lt;br /&gt;
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Animal Nutrition Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Grow Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Comfort Table]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:Ideology]] || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Template:IdeologyIcon]] || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I also created the following templates, however they are not intended for wiki-wide use&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Template !! Controlled By &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/RangedQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/RangedQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQuality|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffable|WEAPONNAME}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/MeleeQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeQualityStuffableMaterial|WEAPONNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MeleeStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MeleeStuffable|WEAPONNAME|MATERIALOPTIONAL}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQuality|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQuality|APPARELNAME}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/ArmorQualityStuffable|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffable|APPARELNAME|CLOTH/METAL}}&amp;lt;/nowiki&amp;gt;]] || [[User:Harakoni/ArmorQualityStuffableMaterial|&amp;lt;nowiki&amp;gt;{{User:Harakoni/ArmorQualityStuffableMaterial|APPARELNAME|MATERIAL}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/MarketValueChecker|&amp;lt;nowiki&amp;gt;{{User:Harakoni/MarketValueChecker}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Harakoni/OptimumTextiles|&amp;lt;nowiki&amp;gt;{{User:Harakoni/OptimumTextiles}}&amp;lt;/nowiki&amp;gt;]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outdated but still maintained for now:&lt;br /&gt;
*[[Template: Armor material table|&amp;lt;nowiki&amp;gt;{{Armor material table}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Clothing material table|&amp;lt;nowiki&amp;gt;{{Clothing material table}}&amp;lt;/nowiki&amp;gt;]] (largely controlled by [[Template: Clothing material table row|&amp;lt;nowiki&amp;gt;{{Clothing material table row}}&amp;lt;/nowiki&amp;gt;]] now)&lt;br /&gt;
&lt;br /&gt;
I also contributed code to&lt;br /&gt;
*[[Template: RoyaltyIcon|&amp;lt;nowiki&amp;gt;{{RoyaltyIcon}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
*[[Template: Market Value|&amp;lt;nowiki&amp;gt;{{Market Value}}&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
I also created the following that are not yet templates but are similar mechanically to the above.&lt;br /&gt;
*The [[Armor#Comparison table|Armor comparison table]] on the [[Armor]] page&lt;br /&gt;
* Comfort, Rest effectiveness, psychcic snesitivity boost tables on various pages.&lt;br /&gt;
If you have any issue with any of the above, including any instructional or formatting problems, please feel free to ask on my discussions page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Q|page|Market Value Base #}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
Hey Harakoni, if you're looking for your mess its here: [[User:Harakoni/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni/Sandbox/Apparel]]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== TODO ===&lt;br /&gt;
*[[Slavery]] and [[Human Resources]] need to be better integrated.&lt;br /&gt;
&lt;br /&gt;
*style dominance.&lt;br /&gt;
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]]&lt;br /&gt;
*Version - add a release date property and then have a dated table of versions on [[Version]], it can also be used to update the version nav template&lt;br /&gt;
*Throne rooms have to be roofed.&lt;br /&gt;
* Diffigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. &lt;br /&gt;
*now that production facilities are defined, investigate a good format for listing everything that can be crafted there. Is a simple list, like [[Template; Ingredient List]] sufficient? Or should it have a full table with details like on [[Electric tailor bench]]?&lt;br /&gt;
* Do animals get [[Food poisoning]] from raw foods? Its defined as &amp;quot;FoodPoisonChanceFixedHuman&amp;quot; which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki.&lt;br /&gt;
* Add habitats to animals.&lt;br /&gt;
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. &lt;br /&gt;
* daysToRotStart&lt;br /&gt;
* [[Archotech]] lore page inc archotech body parts.&lt;br /&gt;
* Split [[Meat]] into [[Meat]], [[Insect meat]] and [[Human meat]]. They have different values, effects and images and they should be callable. &lt;br /&gt;
*[[Wealth management]]&lt;br /&gt;
* [[User:Pangaea/Pawn test]]&lt;br /&gt;
* [[Circadian_half-cycler#Analysis]]&lt;br /&gt;
* [[Pain]] - [[Consciousness]] effect.&lt;br /&gt;
* [[Social]] - the opinion tables need updating&lt;br /&gt;
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. &lt;br /&gt;
* [[General Labor Speed]] controls making [[stone blocks]], making [[chemfuel]] at a [[refinery]], burning items, [[hand tailor bench|tailoring]] clothes, creating [[Sculpture|art]], [[electric smithy|smithing]] armor and weapons or [[Electric smelter|smelting]] slag. [[Template:Stonecutting maximization]] only covers stone cutting atm but could be applied to all these pages if written in a more generic way. &lt;br /&gt;
* [[Stat]] skills need to be defined like Capacities - with &amp;quot;Animals Base Value&amp;quot; and &amp;quot;Intellectual Bonus Per Level&amp;quot; as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.&lt;br /&gt;
* stats should list allowed defect&lt;br /&gt;
*investigate if neural heat dump coma shortened by psy foil helmet&lt;br /&gt;
* packing caravans with fast but otherwise useless animals to improve caravan speed.&lt;br /&gt;
* Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)&lt;br /&gt;
* [[Jade]] has different work to make and work to build stat factors&lt;br /&gt;
* Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).&lt;br /&gt;
*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. &lt;br /&gt;
*create attack animal comparison table? With health scale, DPS, training requirements&lt;br /&gt;
*[[Property:Small Volume]] exist but isn't displayed anywehre&lt;br /&gt;
*Updating version history up to [[Version/0.13.1135]]&lt;br /&gt;
**[[Version/0.13.1135#Relationships]]&lt;br /&gt;
**[[Version/0.13.1135#Animals_and_predators]]&lt;br /&gt;
**[[Version/0.13.1135#Threat_response_mode]]&lt;br /&gt;
**[[Version/0.13.1135#Economy]]&lt;br /&gt;
* rewrite all the pages for the psyfocuses to properly reflect their use as such.&lt;br /&gt;
*Combat effectiveness of [[yayo]], adding [[overdose]] information&lt;br /&gt;
*[[Hospital_bed#Version_history]] is clean. Implement?&lt;br /&gt;
*Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually&lt;br /&gt;
* Fix frag grenade and add to table.&lt;br /&gt;
* Half the furniture pages are stubs. The pages don't even list the requirements for complex furniture, let along a decent analysis of each thing.&lt;br /&gt;
* [[Furniture]] has a manually created table which is likely out of date.&lt;br /&gt;
* Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki&lt;br /&gt;
* Partial merge [[Armor]] and [[Clothing]] into [[Apparel]] page, ala [[Textiles]], [[Leather]], [[Fabric]]&lt;br /&gt;
** [[Talk:Armor| Heat Armor]]&lt;br /&gt;
** Finish convert of [[Armor#Comparison table|Armor comparison table]] into row template ala ranged table on [[Weapons]], including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?&lt;br /&gt;
** Create Clothing comparison table&lt;br /&gt;
* Weapon Material Table&lt;br /&gt;
* Make weapon quality table show details for the steel/plasteel on stuffable sharp, and steel/uranium on stuffable blunt&lt;br /&gt;
* Create Melee weapon comparison table, include implant weapons.&lt;br /&gt;
* Fix [[Wood]] not counting as a weapon&lt;br /&gt;
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate &amp;quot;Character Quality&amp;quot;  - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc&lt;br /&gt;
* Replace all instances of [[Template:Define]] with [[Template:Infobox main]]&lt;br /&gt;
*[[Ice Sheet Guide]] - update, compare with previous edit-warred version, get rid of horrendous coloring,&lt;br /&gt;
&lt;br /&gt;
*[[Template:Main]] and [[Template:For]] have different whitespaces see [[Factions#Events]]&lt;br /&gt;
====Ideology====&lt;br /&gt;
[[Ancient terminal]]&lt;br /&gt;
[[Ancient enemy terminal]]&lt;br /&gt;
[[hermetic crate]]&lt;br /&gt;
[[security crate]]&lt;br /&gt;
[[Ancient comms console]]&lt;br /&gt;
[[Ancient unstable fuel node]]&lt;br /&gt;
[[Ancient cryptosleep pod]] (DISTINCT FROM THE CASKET)&lt;br /&gt;
&lt;br /&gt;
[[Ancient system rack]]&lt;br /&gt;
[[Ancient equipment blocks]]&lt;br /&gt;
[[Ancient machine]]&lt;br /&gt;
[[Ancient storage cylinder]]&lt;br /&gt;
[[Ancient lamp]]&lt;br /&gt;
[[Ancient bed]]&lt;br /&gt;
[[Ancient display bank]]&lt;br /&gt;
[[Ancient locker bank]]&lt;br /&gt;
[[Ancient crate]]&lt;br /&gt;
[[Ancient barrel]]&lt;br /&gt;
[[Ancient generator]]&lt;br /&gt;
[[Ancient operating table]]&lt;br /&gt;
&lt;br /&gt;
[[terror sculpture]]&lt;br /&gt;
&lt;br /&gt;
[[spacedrone]]&lt;br /&gt;
&lt;br /&gt;
[[small altar]]&lt;br /&gt;
[[medium altar]]&lt;br /&gt;
[[large altar]]&lt;br /&gt;
[[grand altar]]&lt;br /&gt;
[[Ideogram]]&lt;br /&gt;
[[standing darklamp]]&lt;br /&gt;
[[darktorch]]&lt;br /&gt;
[[fungus darktorch]]&lt;br /&gt;
[[sleep accelerator]]&lt;br /&gt;
[[biosculpter pod]]&lt;br /&gt;
[[neural supercharger]]&lt;br /&gt;
[[christmas tree]]&lt;br /&gt;
[[cannibal platter]]&lt;br /&gt;
[[Effigy]]&lt;br /&gt;
[[sacrificial flag]]&lt;br /&gt;
[[Pyre]]&lt;br /&gt;
[[Burnbong]]&lt;br /&gt;
[[incense shrine]]&lt;br /&gt;
&lt;br /&gt;
[[gibbet cage]]&lt;br /&gt;
[[Loudspeaker]]&lt;br /&gt;
[[Drum]]&lt;br /&gt;
[[Pew]]&lt;br /&gt;
[[bonsai pot]]&lt;br /&gt;
[[slab bed]]&lt;br /&gt;
[[slab double bed]]&lt;br /&gt;
[[dryad cocoon]]&lt;br /&gt;
[[gaumaker pod]]&lt;br /&gt;
[[autobong]]&lt;br /&gt;
 &lt;br /&gt;
[[archonexus core]]&lt;br /&gt;
[[grand archotech structure]]&lt;br /&gt;
[[major archotech structure]]&lt;br /&gt;
[[archotech tower]]&lt;br /&gt;
 &lt;br /&gt;
[[Filth]]s dont need new pages but need to be added:&lt;br /&gt;
* dried blood&lt;br /&gt;
* scattered documents&lt;br /&gt;
* ragged uniform&lt;br /&gt;
* pod slime&lt;br /&gt;
* oil smear&lt;br /&gt;
 &lt;br /&gt;
[[morbid slab (medium)]]&lt;br /&gt;
[[morbid slab (broad)]]&lt;br /&gt;
[[totemic slab (medium)]]&lt;br /&gt;
[[totemic slab (broad)]]&lt;br /&gt;
[[spikecore floor-star (medium)]]&lt;br /&gt;
[[spikecore floor-star (broad)]]&lt;br /&gt;
[[rustic rug (medium)]]&lt;br /&gt;
[[rustic rug (broad)]]&lt;br /&gt;
[[animalist slab (medium)]]&lt;br /&gt;
[[animalist slab (broad)]]&lt;br /&gt;
 &lt;br /&gt;
Inert relics, likely don't need new pages. - chalice, pendant, box, tablet, fragment, hilt, ark&lt;br /&gt;
 &lt;br /&gt;
[[cannibal tribe]]&lt;br /&gt;
[[Nudist tribe]]&lt;br /&gt;
[[cannibal pirate gang]]&lt;br /&gt;
 &lt;br /&gt;
[[Beggars]]&lt;br /&gt;
 &lt;br /&gt;
[[fungal gravel]]&lt;br /&gt;
&lt;br /&gt;
Terrain_Floors.xml&lt;br /&gt;
&lt;br /&gt;
====Pathcosts====&lt;br /&gt;
Someone on /r/RimWorld had the idea of putting how much you get slowed down walking over stuff in the wiki.  That's just pathCost in XML, but I'm not sure exactly how it translates to the real world, but... there really only seems to be three or four speeds in use in vanilla.  10-14, 30, 42, and 50.  Which is something like &amp;quot;Tiny Furniture / Loose Stuff&amp;quot;, &amp;quot;Medium Furniture like Telescopes&amp;quot;, &amp;quot;Security Features like Sandbags or other hard to cross stuff like campfires&amp;quot;, and &amp;quot;Big furniture like workbenches or pianos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fences have a path cost of 80, so that's probably why crossing them is so slow.&lt;br /&gt;
I think I might have how some of it translates.&lt;br /&gt;
Sandbag is 42, rock chunk is 42...&lt;br /&gt;
Path cost of marshy soil is 14, speed is 48%, &lt;br /&gt;
soft sand also 14, speed also 48%&lt;br /&gt;
sand path cost is 4, speed is 76%&lt;br /&gt;
lichen covered soil path cost is 3, speed is 81%&lt;br /&gt;
soil path cost is 2, speed is 87%&lt;br /&gt;
&lt;br /&gt;
===Pages in need of integration===&lt;br /&gt;
* [[Saturation]]&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Ruins]]&lt;br /&gt;
* [[Insectoids]]/[[Infestation]]/[[Raids]]&lt;br /&gt;
* Integrate [[Caravan]] into teh nav menu and wiki at large.&lt;br /&gt;
* Add royalty content buildings to the nav boxes.&lt;br /&gt;
* [[Doctoring]] needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.&lt;br /&gt;
* Merge/interlink [[Factions]], [[Empire]], [[Raiders]], and [[Visitor]]&lt;br /&gt;
**Theres also [[Character Types]] [[Pawns]] and [[People]]. Way too many&lt;br /&gt;
***Oh and theres also [[Guest]]&lt;br /&gt;
****[[Colonists]]&lt;br /&gt;
*****[[Traveler]] too? What the heck. &lt;br /&gt;
*Updated [[Faction base]] and link it better into the rest of the wiki&lt;br /&gt;
*[[Rock chunk]] and [[Steel slag chunk]]&lt;br /&gt;
*[[:Category:Status Level]] and its subsidaries&lt;br /&gt;
*[[Damage Types]] and sepecifically explosives do 2x damage to buildings and 4x to walls, this concept and&lt;br /&gt;
*[[Glow pod]]&lt;br /&gt;
*[[Overdose]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.&lt;br /&gt;
&lt;br /&gt;
===Investigation TODO===&lt;br /&gt;
&amp;lt;big&amp;gt;'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* Investigate AutoWikiBrowser and MsUpload&lt;br /&gt;
* Investigate [[title]] cloth requirement tags. Odd behavior noticed by discord user might be explained by how they're set up. It seems a {{Tag List|tags|Cape}} might replace the need for a [[Formal shirt]] for Acolytes because its in the tags and covers the torso. Similarly prestige armor might substitute for both the shirt and the vest because again, its listed as an option for both and covers the torso.&lt;br /&gt;
* Investigate [[Template:RNG]]&lt;br /&gt;
* InvestigateDoes clothes flammability affect chance to light on fire?&lt;br /&gt;
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?&lt;br /&gt;
* Investigate [[Template: Version]]&lt;br /&gt;
* Investigate Sculptures giving solitary recreation - it is claimed that &amp;quot;legendary sculpture will fill rec meter almost instantly.&amp;quot; Needs confirmation.&lt;br /&gt;
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.&lt;br /&gt;
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]&lt;br /&gt;
* Investigate Pyromaniac mood boost - just incendiary launcher or molotovs as well? Wb inferno cannons or plasmaswords? Add to pages.&lt;br /&gt;
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?&lt;br /&gt;
* field hand + elbow blade?&lt;br /&gt;
* Investigate do pawns with 0 [[Sight]] &amp;quot;see&amp;quot; corpses?  [https://www.reddit.com/r/RimWorld/comments/ld7vwn/you_cant_witness_an_allys_death_or_observe/ answer no]&lt;br /&gt;
* investigate the damage type of doomsday launchers and how they interact qith armor&lt;br /&gt;
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns &lt;br /&gt;
* Investigate animal haulers not triggering proximity activators for mortar shell plant&lt;br /&gt;
* Investigate EMP shells having a larger explosion radius when exploding on ground than when fired.&lt;br /&gt;
* Investigate effect of emp and mortars (on top of and next to) on broadshield packs&lt;br /&gt;
* Investigate Using [[Psycasts|beckon]] not waking mech clusters.&lt;br /&gt;
* Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.&lt;br /&gt;
* Investigate why [[End table]]s don't inherit the ability to eat on them from TableBase, is it because they lack the &amp;lt;compClass&amp;gt;CompGatherSpot&amp;lt;/compClass&amp;gt;?&lt;br /&gt;
* Investigate [[Injury]] implies that beds add heal rate, This needs better investigation and integration with pages such as [[Hospital bed]]. It also implies a use for [[Animal bed]]s - namely that it helps animals heal faster. &lt;br /&gt;
* Investigate AP mechanics for [[Armor]] - it appears that damageDef.armorCategory.armorRatingStat is set only once, at the start, and thus even if the first layer mitigates the damage and changes the damage type from sharp to blunt, it continues to use the Sharp armor ratings of lower layers. i.e. if the damage is sharp, and a duster mitigates the damage, halving it and changing it to blunt, the flak vest still uses the 100% sharp armor rating when performing its penetration checks. This is important as it makes layers significantly better. Thick armor mod author mentions this on the mod page&lt;br /&gt;
* Investigate if the table on [[Long range mineral scanner]] is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.&lt;br /&gt;
&lt;br /&gt;
=== EVENTUAL TODO === &lt;br /&gt;
* Diversify page formatting from '''Acquisition''' and '''Analysis''' to '''Acquisition''', '''Summary''' and '''Analysis''' where summary is used to describe the facts of the thing seperate to the analysis ofr the thing. E.g. [[Phoenix armor]] - Summary: its armor, it covers this area, it reduces a pawns falmmabiltiy. Anaylsis - Its potentitally the best armor in the game due to capping sharp etc.&lt;br /&gt;
&lt;br /&gt;
* [[User:Harakoni/MarketValueChecker]]'s table.&lt;br /&gt;
&lt;br /&gt;
* [[Damage Types]] needs in-depth analysis and extrapolation.&lt;br /&gt;
* [[RimWorld Wiki:To-do]] Versions need to be integrated and the lists deleted as you go.&lt;br /&gt;
* Bring everything under the same Into; Acquisition; Analysis; Tables; Trivia; Version History; format&lt;br /&gt;
*[[Talk:Cover_List]]&lt;br /&gt;
====Mental breaks====&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Food binge]]&lt;br /&gt;
* [[Mental break#Insulting spree]]&lt;br /&gt;
* [[Mental break#Targeted insulting spree]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Social drug binge]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze)]]&lt;br /&gt;
* [[Mental break#Psychotic wandering (Daze) Short]]&lt;br /&gt;
* [[Mental break#Tantrum]]&lt;br /&gt;
** [[Mental break#Targeted tantrum]]&lt;br /&gt;
** [[Mental break#Bedroom tantrum]]&lt;br /&gt;
* [[Mental break#Sadistic rage]]&lt;br /&gt;
* [[Mental break#Corpse obsession]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Fire starting spree]]&lt;br /&gt;
* [[Mental break#Hard drug binge]]&lt;br /&gt;
* [[Mental break#Jailbreaker]]&lt;br /&gt;
* [[Mental break#Slaughterer]]&lt;br /&gt;
* [[Mental break#Murderous rage]]&lt;br /&gt;
* [[Mental break#Run wild]]&lt;br /&gt;
&lt;br /&gt;
* [[Mental break#Confusion]]&lt;br /&gt;
* [[Mental break#Social fighting]]&lt;br /&gt;
* [[Mental break#Fleeing in panic]]&lt;br /&gt;
* [[Mental break#Manhunter]]&lt;br /&gt;
&lt;br /&gt;
====Old sprites====&lt;br /&gt;
*[[:File:DropPod.png]]&lt;br /&gt;
*[[:File:Chocolate.png]]&lt;br /&gt;
*[[:File:Pemmican.png]]&lt;br /&gt;
*[[:File:Cecropia tree.png]]&lt;br /&gt;
*[[:File:Warg.png]]&lt;br /&gt;
*[[:File:Minigun.png]]&lt;br /&gt;
*[[:File:Pila.png]]&lt;br /&gt;
*[[:File:HeavyChargeBlaster.png]]&lt;br /&gt;
*[[:File:Vitals monitor.png]]&lt;br /&gt;
*[[:File:Husky.png]]&lt;br /&gt;
*[[:File:Hyperweave.png]]&lt;br /&gt;
*[[:File:Herbal medicine.png]]&lt;br /&gt;
*[[:File:Glitterworld medicine.png]]&lt;br /&gt;
*[[:File:medicine.png]]&lt;br /&gt;
*[[:File:Steel.png]]&lt;br /&gt;
*[[:File:Neutroamine.png]]&lt;br /&gt;
*[[:File:MechanoidCentipede.png]]&lt;br /&gt;
*[[:File:MechanoidScyther.png]]&lt;br /&gt;
*[[:File:Megascarab.png]]&lt;br /&gt;
*[[:File:Club.png]]&lt;br /&gt;
*[[:File:EMPGrenade.png]]&lt;br /&gt;
*[[:File:GreatBow.png]]&lt;br /&gt;
*[[:File:FragGrenades.png]]&lt;br /&gt;
*[[:File:Molotov.png]]&lt;br /&gt;
*[[:File:Elephant tusk.png]]&lt;br /&gt;
*[[:File:AI persona core.png]]&lt;br /&gt;
*[[:File:Chemfuel.png]]&lt;br /&gt;
*[[:File:High-explosive shell.png]]&lt;br /&gt;
*[[:File:Ship computer core.png]]&lt;br /&gt;
*[[:File:Tube television.png]]&lt;br /&gt;
&lt;br /&gt;
====Textiles====&lt;br /&gt;
*Finish updating textiles:&lt;br /&gt;
**[[Cloth]]&lt;br /&gt;
&lt;br /&gt;
====Thoughts====&lt;br /&gt;
* Update: &lt;br /&gt;
**[[Thoughts/Memory Death]]&lt;br /&gt;
**[[Thoughts/Exotic]]&lt;br /&gt;
**[[Thoughts/Drugs]]&lt;br /&gt;
* Add: &lt;br /&gt;
**[[Thoughts/Anesthetic]]&lt;br /&gt;
**[[Thoughts/Memory Lost]]&lt;br /&gt;
**[[Thoughts/Memory Special]]&lt;br /&gt;
&lt;br /&gt;
**[[Thoughts/Memory Death (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Eating (Royalty)]]&lt;br /&gt;
**[[Thoughts/Memory Special (Royalty)]]&lt;br /&gt;
**[[Thoughts/Situation MusicalInstruments (Royalty)]]&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
====Traits====&lt;br /&gt;
* [[Persona weapon#Psychic hypersensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic sensitizer]]&lt;br /&gt;
* [[Persona weapon#Psychic quiet]]&lt;br /&gt;
* [[Persona weapon#Psychic fog]]&lt;br /&gt;
* [[Persona weapon#Kind thoughts]]&lt;br /&gt;
* [[Persona weapon#Calm thoughts]]&lt;br /&gt;
* [[Persona weapon#Mad muttering]]&lt;br /&gt;
* [[Persona weapon#Mad wailing]]&lt;br /&gt;
* [[Persona weapon#Kill-happy]]&lt;br /&gt;
* [[Persona weapon#Kill-sorrow]]&lt;br /&gt;
* [[Persona weapon#Kill thirst]]&lt;br /&gt;
* [[Persona weapon#Psy-meditative]]&lt;br /&gt;
* [[Persona weapon#Painless]]&lt;br /&gt;
* [[Persona weapon#Hunger pangs]]&lt;br /&gt;
* [[Persona weapon#Neural cooling]]&lt;br /&gt;
* [[Persona weapon#Freewielder]]&lt;br /&gt;
&lt;br /&gt;
====Pawns====&lt;br /&gt;
*Standardize:&lt;br /&gt;
**[[Mercenaries/Pawns]]&lt;br /&gt;
**[[Tribes/Pawns]]&lt;br /&gt;
**[[Outlanders/Pawns]]&lt;br /&gt;
**[[Ancients/Pawns]]&lt;br /&gt;
**[[Pirates/Pawns]]&lt;br /&gt;
**[[Empire/Pawns]]&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Hediffs should be in an expandable section to prevent table bloat, likely in their own section.&lt;br /&gt;
*Available apparel like weapons has&lt;br /&gt;
*Traits sortable? Probs not&lt;br /&gt;
&lt;br /&gt;
=== Infobox Updates ===&lt;br /&gt;
[[Template: Infobox main]] is in need of some TLC.&lt;br /&gt;
* &amp;lt;big&amp;gt;'''ADD A TESTING MODE THAT STOPS PROPERTIES FROM BEING SET AND PREVENTS PAGES FROM BEING LOGGED THAT SHOULDN'T'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. &lt;br /&gt;
* Searhc in stuff tags &amp;quot; &amp;quot; + &amp;lt;stuff tags&amp;gt; = the first word will always start at 1 not 0?&lt;br /&gt;
* |imagesize = 192px&lt;br /&gt;
* Terrain affordance needed!&lt;br /&gt;
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. &lt;br /&gt;
* General clean up cleanup. Weapons especially.&lt;br /&gt;
* Animal DPS doesn't take into account the chanceFactor - e.g. Wargs.&lt;br /&gt;
*To add&lt;br /&gt;
**5th and 6th attack for animals  - [[scyther]]s have left and right cut and stab AND a head but.&lt;br /&gt;
** Add stack size to allow for subsuming the role of define.&lt;br /&gt;
**Add Research requirement to infobox?&lt;br /&gt;
***Add research and resources and crafting skill required to info box main, then make a template to automatically make that information show up in acquisition. Additionally the [[Research]] page can have lists of everything that the research unlocks&lt;br /&gt;
** Automatically add types to categories?&lt;br /&gt;
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie&lt;br /&gt;
**[[Move speed]] penalty for Armor?&lt;br /&gt;
&lt;br /&gt;
* How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new &amp;quot;special damage&amp;quot;, &amp;quot;special damage type&amp;quot; and &amp;quot;special damage DPS&amp;quot; categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.&lt;br /&gt;
&lt;br /&gt;
* [[Template talk:Infobox main]] STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. [[User:Jimyoda|Jimyoda]] is working on it.&lt;br /&gt;
**There is a partial fix with the use of the external tags, but its still not ideal&lt;br /&gt;
**The difference seems to be in how the &amp;quot;table&amp;quot; and &amp;quot;wikitable&amp;quot; classes are defined.&lt;br /&gt;
**Table seems to be defined at [[MediaWiki:Common.css]] but I can't find any definition anywhere for wikitable to compare. &lt;br /&gt;
&lt;br /&gt;
* Link [[Damage Types]] to infobox main? Standarize?&lt;br /&gt;
&lt;br /&gt;
=== Feed back Needed!(If you're reading this, please weigh in) ===  &lt;br /&gt;
* Should tables for ranged weapons blank Accuracy and DPS on ranges the weapons can't reach? Just DPS? The range stat IS displayed in game, despite the weapon never using it. We could split the difference and have Accuracy displayed but DPS not. This would allow easy comparisons with things like [[Weapons#Ranged Weapons]] without having to check the range for each weapon. Instead you can just sort by the DPS value.&lt;br /&gt;
::I'd prefer it if the values were not even there. Effective DPS is 0 anyway and it's obvious at first glance that the weapon is useless at that range. Same goes for accuracy. If it's an issue that sorting would become less useful... that's a different story. Can't judge that until I see it in action. [[User:Dr. Strangelove|Dr. Strangelove]] ([[User talk:Dr. Strangelove|talk]]) 15:36, 2 March 2021 (UTC)&lt;br /&gt;
::Can't we use color coding (red or light gray) so that the numbers still allow sorting but it's visually clear that they are based on extrapolation? [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 14:00, 6 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Finding information on natural walls is current unintuitive or outright unavaialbe. Atm I've created a secion on the [[Structures]] page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the intial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as [[Vanometric power cell]]s. But back on topic:&lt;br /&gt;
**Should we create pages for each Ore and Natural [[wall]] types&lt;br /&gt;
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one pahe&lt;br /&gt;
**SHould we create an &amp;quot;ores&amp;quot; or &amp;quot;natural walls&amp;quot; page? &lt;br /&gt;
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meditation_throne&amp;diff=85978</id>
		<title>Meditation throne</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meditation_throne&amp;diff=85978"/>
		<updated>2021-05-16T08:40:31Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Chair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Meditation throne&lt;br /&gt;
|image = Throne south.png&lt;br /&gt;
|description = A large, ornate chair designed for a dignity-focused psycaster to sit and meditate. Reigning on a throne is a form of meditation that builds up psyfocus. For dignity psycasters, more impressive meditation thrones and thronerooms increase the rate of psyfocus gain.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|mass base = 3&lt;br /&gt;
|hp = 75&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 125&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1.0&lt;br /&gt;
}}&lt;br /&gt;
A '''meditation throne''' is a type of [[furniture]] which a designated noble colonist can sit on to meditate for recreation and to regain [[Psycasts|psyfocus]]. If placed at a [[table]], it can also be used like a regular chair - providing comfort and a place to eat and socialize. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The meditation throne requires [[Research#Complex furniture|Complex Furniture]] to be researched and a [[Skills#Construction|construction]] skill of at least 4 in order to be constructed. It requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} units of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found for sale at traders and as a quest reward.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The meditation throne is both a psyfocus and, unlike the [[grand meditation throne]], acts like a regular chair. &lt;br /&gt;
&lt;br /&gt;
===Psyfocus===&lt;br /&gt;
It must be assigned to a particular pawn with the Dignified focus type. Meditation throne has a base 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]]. It has the same meditation effectiveness as the [[Grand meditation throne]], so more important is to use the throne that meets the title's requirements. &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;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chair===&lt;br /&gt;
Meditation thrones are mid-tier seating, providing more comfort than [[stool]]s and [[dining chair]]s but less than [[armchair]]s. They are more time- and resource-intensive than stools and dining chairs, costing almost 3x as many materials as a the dining chair. Unlike the dining chair and like stool however, thrones can be made of [[wood]], [[metals]], or [[stone]] and the ability to construct them out of stone can give them greater utility in [[Biomes|wood-poor environment]]s.&lt;br /&gt;
&lt;br /&gt;
Their high [[Work To Make]] and material cost means that generally they are not worth building over armchairs, which provide even more comfort, outside of [[textile]] shortages. They can pull double duty when placed against a [[table]] though, acting as both a psyfocus and as a chair for eating and a social [[recreation]] which synergizes well with a multi-purpose throne room/dining room/rec room designs. As throne rooms are incompatible with [[research]] and [[production]] benches, using the superior armchairs instead is advised except in the case of the aforementioned textile shortage. If spare thrones are available, for example if one if offered as reward or a [[noble]] has upgraded to a grand meditation throne, there is merit in repurposing these spares for that role however. The material used does not affect comfort, however it does affect beauty, hitpoints, flammability and value.&lt;br /&gt;
&lt;br /&gt;
Chairs in general are useful for preventing the &amp;quot;Uncomfortable&amp;quot; [[Mood#Situation Needs|mood debuff]] and can even grant mood buffs at good qualities. For pawns with jobs that can done sitting in an chair, a normal [[quality]]  meditation throne will maintain the &amp;quot;Very Comfortable&amp;quot; buff (+6) all day. Once excellent quality  meditation thrones are available, with a comfort level of 93%, the throne can maintain the +10 bonus all day. This is a significant bonus, equivalent to a drinking 2 [[beer]]s a day but without the time constraint and without the cost, the addiction chance, the increased social fight chance and decreased [[manipulation]]. It is also relatively achievable once sufficient materials are available - with a level 13 constructor has a ~25% chance to build an excellent or better throne.&lt;br /&gt;
&lt;br /&gt;
Thus, every dining table, recreation item, and production bench that allows sitting should have at least some chair installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[telescope]]s and tables changed over last. However, if possible armchairs should be used rather than meditation thrones.&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sitting in a meditation throne with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Meditation thrones of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecomfort| {{formatnum:{{Q|{{PAGENAME}}|Comfort Base}}|R}}}}&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
![[Comfort]]&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.76 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.88 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.12 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.24 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.45 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.70 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
== Version History ==&lt;br /&gt;
Version ??? was changed to Meditation Throne, and use was changed to psycaster meditation, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Plants&amp;diff=85977</id>
		<title>Talk:Plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Plants&amp;diff=85977"/>
		<updated>2021-05-16T08:16:57Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Broken Tables and Moving Content? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Broken Tables and Moving Content? ==&lt;br /&gt;
&lt;br /&gt;
Ey Harakoni, a lot of the contents of these tables is broken however since these seem to be referenced values I'm not quite sure how to fix it. Do I add these values to the specific plants somewhere?&lt;br /&gt;
&lt;br /&gt;
Also wouldn't it make more sense to move the tables to their specific sections? eg. Domestic plants table to the domestic plants section?&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xpfqg65ef8eh71&amp;topic_revId=w8xprmoq3en7wqrx&amp;action=single-view</id>
		<title>Topic:W8xmj7qcxhol4gp9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xpfqg65ef8eh71&amp;topic_revId=w8xprmoq3en7wqrx&amp;action=single-view"/>
		<updated>2021-05-14T14:27:51Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;amp;topic_showPostId=w8xpfqg65ef8eh71#flow-post-w8xpfqg65ef8eh71&quot;&gt;post&lt;/a&gt; on &quot;Melee DPS&quot;&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85751</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85751"/>
		<updated>2021-05-14T14:26:41Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Melee Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85750</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85750"/>
		<updated>2021-05-14T14:25:16Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: I realized that cooldown time also weights the DPS over a time period... which means that Rimworld computes the DPS correctly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xpfqg65ef8eh71&amp;topic_revId=w8xpfqg65ef8eh71&amp;action=single-view</id>
		<title>Topic:W8xmj7qcxhol4gp9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xpfqg65ef8eh71&amp;topic_revId=w8xpfqg65ef8eh71&amp;action=single-view"/>
		<updated>2021-05-14T14:21:55Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:W8xmj7qcxhol4gp9&amp;amp;topic_showPostId=w8xpfqg65ef8eh71#flow-post-w8xpfqg65ef8eh71&quot;&gt;commented&lt;/a&gt; on &quot;Melee DPS&quot; (&lt;em&gt;and... I made a mistake *sigh* I forgot to factor in the fact that the cooldown also affects the period over which the DPS per attack is...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xp640co033y2z1&amp;action=single-view</id>
		<title>Topic:W8xmj7qcxhol4gp9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xp640co033y2z1&amp;action=single-view"/>
		<updated>2021-05-14T14:17:07Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;amp;topic_showPostId=w8xn89x1yhsmm3rh#flow-post-w8xn89x1yhsmm3rh&quot;&gt;post&lt;/a&gt; on &quot;Melee DPS&quot;&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85749</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85749"/>
		<updated>2021-05-14T13:59:31Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Actual DPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
==== Actual DPS ====&lt;br /&gt;
&lt;br /&gt;
There are a few peculiarities in the descriptions above. For one, it seems that the AccuracyTouch properties of ranged weapons is not used this may be a bug as it seems intended that it should have been used. Another remarkable thing is that the average DPS computation doesn't match with how the attacks are used. The final steps aggregate all damage and cooldown separately before computing the average DPS. This implicitly suggests that cooldowns are not tied to the attack options (eg. the Zeus Hammer Head attack can happen with 1.6, 2 and 2.2 cooldowns). However, this is not the case when an attack is selected the associated cooldown kicks in. This is how the actual DPS is computed:&lt;br /&gt;
# Do step 1-4 exactly as in [[#Listed DPS on Pawns|Listed DPS on Pawns]]&lt;br /&gt;
# For each attack option compute the '''Attack Option DPS''' = '''Damage''' / '''Cooldown'''&lt;br /&gt;
# Compute the '''Actual Average DPS''' = SumOfAll(''''Attack Option DPS''' x '''Selection Chance''')&lt;br /&gt;
&lt;br /&gt;
So it's essentially the same as [[#Listed DPS on Pawns|Listed DPS on Pawns]] except for the last steps where instead of ''Avg(Dam)/Avg(Cooldown)'' you do ''Avg(Dam/Cooldown)''&lt;br /&gt;
&lt;br /&gt;
In the example above this means that the average DPS would be 12.62 (instead of 12.80). Also not that in this case it is lower but in other cases it will be higher. Therefore, in order to properly compare melee options one should not use the '''Listed Average DPS''' but instead use the '''Actual Average DPS''' as defined here.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85748</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85748"/>
		<updated>2021-05-14T13:58:32Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Actual DPS */&lt;/p&gt;
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{{TOCright}}&lt;br /&gt;
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{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
==== Actual DPS ====&lt;br /&gt;
&lt;br /&gt;
There are a few peculiarities in the descriptions above. For one, it seems that the AccuracyTouch properties of ranged weapons is not used this may be a bug as it seems intended that it should have been used. Another remarkable thing is that the average DPS computation doesn't match with how the attacks are used. The final steps aggregate all damage and cooldown separately before computing the average DPS. This implicitly suggests that cooldowns are not tied to the attack options (eg. the Zeus Hammer Head attack can happen with 1.6, 2 and 2.2 cooldowns). However, this is not the case when an attack is selected the associated cooldown kicks in. This is how the actual DPS is computed:&lt;br /&gt;
# For each attack option follow step 1-4 as in [[#Listed DPS on Pawns|Listed DPS on Pawns]]&lt;br /&gt;
# For each attack option compute the '''Attack Option DPS''' = '''Damage''' / '''Cooldown'''&lt;br /&gt;
# Compute the '''Actual Average DPS''' = SumOfAll(''''Attack Option DPS''' x '''Selection Chance''')&lt;br /&gt;
&lt;br /&gt;
So it's essentially the same as [[#Listed DPS on Pawns|Listed DPS on Pawns]] except for the last steps where instead of ''Avg(Dam)/Avg(Cooldown)'' you do ''Avg(Dam/Cooldown)''&lt;br /&gt;
&lt;br /&gt;
In the example above this means that the average DPS would be 12.62 (instead of 12.80). Also not that in this case it is lower but in other cases it will be higher. Therefore, in order to properly compare melee options one should not use the '''Listed Average DPS''' but instead use the '''Actual Average DPS''' as defined here.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85747</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85747"/>
		<updated>2021-05-14T13:56:11Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Actual DPS */&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
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{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
==== Actual DPS ====&lt;br /&gt;
&lt;br /&gt;
There are a few peculiarities in the descriptions above. For one, it seems that the AccuracyTouch properties of ranged weapons is not used this may be a bug as it seems intended that it should have been used. Another remarkable thing is that the average DPS computation doesn't match with how the attacks are used. The final steps aggregate all damage and cooldown separately before computing the average DPS. This implicitly suggests that cooldowns are not tied to the attack options (eg. the Zeus Hammer Head attack can happen with 1.6, 2 and 2.2 cooldowns). However, this is not the case when an attack is selected the associated cooldown kicks in. This is how the actual DPS is computed:&lt;br /&gt;
# For each attack option follow step 1-4 as in [[#Listed DPS on Pawns|Listed DPS on Pawns]]&lt;br /&gt;
# For each attack option compute the '''Attack Option DPS''' = '''Damage''' / '''Cooldown'''&lt;br /&gt;
# Compute the '''Actual Average DPS''' = SumOfAll(''''Attack Option DPS''' x '''Selection Chance''')&lt;br /&gt;
&lt;br /&gt;
In the example above this means that the average DPS would be 12.62 (instead of 12.80). Also not that in this case it is lower but in other cases it will be higher. Therefore, in order to properly compare melee options one should not use the '''Listed Average DPS''' but instead use the '''Actual Average DPS''' as defined here.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xnwsuvcl30yw0d&amp;action=single-view</id>
		<title>Topic:W8xmj7qcxhol4gp9</title>
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		<updated>2021-05-14T13:54:31Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;amp;topic_showPostId=w8xn89x1yhsmm3rh#flow-post-w8xn89x1yhsmm3rh&quot;&gt;post&lt;/a&gt; on &quot;Melee DPS&quot;&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xnsgh8ahd1yhl9&amp;action=single-view</id>
		<title>Topic:W8xmj7qcxhol4gp9</title>
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		<updated>2021-05-14T13:52:21Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;amp;topic_showPostId=w8xn89x1yhsmm3rh#flow-post-w8xn89x1yhsmm3rh&quot;&gt;post&lt;/a&gt; on &quot;Melee DPS&quot;&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85746</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85746"/>
		<updated>2021-05-14T13:45:52Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Actual DPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
==== Actual DPS ====&lt;br /&gt;
&lt;br /&gt;
There are a few peculiarities in the descriptions above. For one, it seems that the AccuracyTouch properties of ranged weapons is not used this may be a bug as it seems intended that it should have been used. Another remarkable thing is that the average DPS computation doesn't match with how the attacks are used. The final steps aggregate all damage and cooldown separately before computing the average DPS. This implicitly suggests that cooldowns are not tied to the attack options (eg. the Zeus Hammer Head attack can happen with 1.6, 2 and 2.2 cooldowns). However, this is not the case when an attack is selected the associated cooldown kicks in. This is how the actual DPS is computed:&lt;br /&gt;
# For each attack option follow step 1-4 as in [[#Listed DPS on Pawns|Listed DPS on Pawns]]&lt;br /&gt;
# For each attack option compute the '''DPS''' = '''Damage''' / '''Cooldown'''&lt;br /&gt;
# Compute the '''Actual Average DPS''' = SumOfAll('''DPS''' x '''Selection Chance''')&lt;br /&gt;
&lt;br /&gt;
In the example above this means that the average DPS would be 12.62 (instead of 12.80). Also not that in this case it is lower but in other cases it will be higher. Therefore, in order to properly compare melee options one should not use the '''Listed Average DPS''' but instead use the '''Actual Average DPS''' as defined here.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xna5a4ovkzhaj1&amp;action=single-view</id>
		<title>Topic:W8xmj7qcxhol4gp9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xna5a4ovkzhaj1&amp;action=single-view"/>
		<updated>2021-05-14T13:43:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;amp;topic_showPostId=w8xn89x1yhsmm3rh#flow-post-w8xn89x1yhsmm3rh&quot;&gt;post&lt;/a&gt; on &quot;Melee DPS&quot;&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xn89x1yhsmm3rh&amp;action=single-view</id>
		<title>Topic:W8xmj7qcxhol4gp9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:W8xmj7qcxhol4gp9&amp;topic_postId=w8xn89x1yhsmm3rh&amp;topic_revId=w8xn89x1yhsmm3rh&amp;action=single-view"/>
		<updated>2021-05-14T13:42:17Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:W8xmj7qcxhol4gp9&amp;amp;topic_showPostId=w8xn89x1yhsmm3rh#flow-post-w8xn89x1yhsmm3rh&quot;&gt;commented&lt;/a&gt; on &quot;Melee DPS&quot; (&lt;em&gt;No the Actual DPS does use the category system, only the last step is different instead of avg(dmg)/avg(cooldown) you do avg(dmg/cooldown).&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=85735</id>
		<title>Talk:Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=85735"/>
		<updated>2021-05-14T11:59:36Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Melee Weapon Table Makes No Sense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please use Threads ==&lt;br /&gt;
&lt;br /&gt;
Instead of editing this page, please use the [[http://rimworldwiki.com/index.php?title=Talk:Weapons&amp;amp;action=edit&amp;amp;section=new| Add Topic]] link at the top right of the page. &amp;lt;small&amp;gt;—This unsigned comment was made by [[User:[[User:Beagle]]|[[User:Beagle]]]] ([[User talk:[[User:Beagle]]|talk]] • [[Special:Contributions/[[User:Beagle]]|contribs]]) 22:54, September 15, 2016. Please sign talk pages and forum posts with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. [[Special:userlogin|Log in]] to keep track of your comments and maintain your identity on the wiki.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mysterious categories that needs improvement ==&lt;br /&gt;
&lt;br /&gt;
I think there are several mysterious categories in the [[Weapons]] page, for example:&lt;br /&gt;
* &amp;quot;Warmup/Cooldown&amp;quot;: what unit is this? seconds? milliseconds? other?&lt;br /&gt;
* &amp;quot;Handling&amp;quot;: pluses and minuses isn't a very exact measurement, I prefer numbers, also is it the same as &amp;quot;Aim time&amp;quot; (recently added)?&lt;br /&gt;
* &amp;quot;Burst Speed&amp;quot;: is it like bullet speed?, the time between 2 bullets in the burst? (in milliseconds?) or what?&lt;br /&gt;
* &amp;lt;s&amp;gt;&amp;quot;Purchasable&amp;quot; and &amp;quot;Price&amp;quot; can be combined to 1 topic, to save space, because if you can purchase it, then it have a prise (or maybe have &amp;quot;buy&amp;quot; &amp;amp; &amp;quot;sell&amp;quot; prise).&amp;lt;/s&amp;gt; DONE&lt;br /&gt;
* &amp;quot;T9 Incendiary Launcher&amp;quot;: it have &amp;quot;burst(1)&amp;quot; shouldn't in be &amp;quot;single&amp;quot;? and again what does &amp;quot;burst speed: 182&amp;quot; mean in this case? &amp;lt;br/&amp;gt;posted: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 15:17, 25 December 2013 (UTC) &amp;lt;br/&amp;gt;edited: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 16:05, 25 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mistake About Ranges ==&lt;br /&gt;
The following sentences in the Ranged Weapons category are incorrect: &amp;quot;These numbers are referring to the percent of the weapon's max range at which the range type begins. So for example, long range is between 50-100% of the weapon's max range.&amp;quot; Touch, short, medium, and long ranges are the same for all weapons. A weapon won't fire past its range, but within the range it operates at the accuracies listed. You can confirm this for yourself by seeing what happens when a pawn with a shotgun aims at targets at different distances. When the target is 17 tiles away, the accuracy tooltip says &amp;quot;cannot hit target.&amp;quot; But when it's 15 tiles away, the accuracy tooltip will read 87% weapon contribution, which is the shotgun's value for short range. Shotguns basically never fire at more than short range. What's confusing about it is that they have accuracy ratings for ratings they will never fire at.&lt;br /&gt;
&lt;br /&gt;
I propose replacing the whole paragraph with the following: &amp;quot;Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If no one objects in the next couple days I'll make the change.&lt;br /&gt;
edit: Made the change.&lt;br /&gt;
--[[User:Strether|Strether]] ([[User talk:Strether|talk]]) 21:51, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table only shows Heavy SMG for ranged, and only Knife for melee ==&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/i6oEuGI.png&lt;br /&gt;
&lt;br /&gt;
I don't remember removing all other weapons was in the changelogs of B19 ;)&lt;br /&gt;
&lt;br /&gt;
Most likely that the new wiki layout broke things- we'll get to that.&lt;br /&gt;
&lt;br /&gt;
In the meantime we might delete this page to renew it- there's a new discussion system in place. Reply below if you have seen this message.'''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:19, 11 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken weapons table queries ==&lt;br /&gt;
&lt;br /&gt;
I see what [[User:PieTau|PieTau]] did with the queries for weapons pages so the table would auto-populate, but currently (2018-09-10) the table is broken and only shows the values matching the default name from the template, which is &amp;quot;Heavy SMG&amp;quot;. (It does seem to pull the values from the Heavy SMG page correctly, so maybe &amp;quot;?Name&amp;quot; isn't matching correctly anymore?&lt;br /&gt;
&lt;br /&gt;
I'm new to MediaWiki queries so I'm not sure how to fix it, or I would.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: This thread was created from content posted by [[User:ThrumboWrangler|ThrumboWrangler]] ([[User talk:ThrumboWrangler|talk]])''&lt;br /&gt;
~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:15, 12 September 2018 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Table Needs An Update(?) ==&lt;br /&gt;
&lt;br /&gt;
I think the melee weapons table needs an update as it claims to use the &amp;quot;Normal&amp;quot; quality of each weapon but the Normal Persona Monosword has no attacks above 27 damage. Also I think it would be good to add the Actual DPS (for a non-upgraded pawn) besides the Listed Weapon DPS (see Melee Formulas section) as it gives a much more realistic picture of what the damage output will be.&lt;br /&gt;
I'm willing to update it, but I prefer to discuss it first as it is a lot of work (I need to fill in all weapon options in my calculator for each weapon).&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=85734</id>
		<title>Talk:Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=85734"/>
		<updated>2021-05-14T11:59:08Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Melee Weapon Table Makes No Sense */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please use Threads ==&lt;br /&gt;
&lt;br /&gt;
Instead of editing this page, please use the [[http://rimworldwiki.com/index.php?title=Talk:Weapons&amp;amp;action=edit&amp;amp;section=new| Add Topic]] link at the top right of the page. &amp;lt;small&amp;gt;—This unsigned comment was made by [[User:[[User:Beagle]]|[[User:Beagle]]]] ([[User talk:[[User:Beagle]]|talk]] • [[Special:Contributions/[[User:Beagle]]|contribs]]) 22:54, September 15, 2016. Please sign talk pages and forum posts with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. [[Special:userlogin|Log in]] to keep track of your comments and maintain your identity on the wiki.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mysterious categories that needs improvement ==&lt;br /&gt;
&lt;br /&gt;
I think there are several mysterious categories in the [[Weapons]] page, for example:&lt;br /&gt;
* &amp;quot;Warmup/Cooldown&amp;quot;: what unit is this? seconds? milliseconds? other?&lt;br /&gt;
* &amp;quot;Handling&amp;quot;: pluses and minuses isn't a very exact measurement, I prefer numbers, also is it the same as &amp;quot;Aim time&amp;quot; (recently added)?&lt;br /&gt;
* &amp;quot;Burst Speed&amp;quot;: is it like bullet speed?, the time between 2 bullets in the burst? (in milliseconds?) or what?&lt;br /&gt;
* &amp;lt;s&amp;gt;&amp;quot;Purchasable&amp;quot; and &amp;quot;Price&amp;quot; can be combined to 1 topic, to save space, because if you can purchase it, then it have a prise (or maybe have &amp;quot;buy&amp;quot; &amp;amp; &amp;quot;sell&amp;quot; prise).&amp;lt;/s&amp;gt; DONE&lt;br /&gt;
* &amp;quot;T9 Incendiary Launcher&amp;quot;: it have &amp;quot;burst(1)&amp;quot; shouldn't in be &amp;quot;single&amp;quot;? and again what does &amp;quot;burst speed: 182&amp;quot; mean in this case? &amp;lt;br/&amp;gt;posted: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 15:17, 25 December 2013 (UTC) &amp;lt;br/&amp;gt;edited: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 16:05, 25 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mistake About Ranges ==&lt;br /&gt;
The following sentences in the Ranged Weapons category are incorrect: &amp;quot;These numbers are referring to the percent of the weapon's max range at which the range type begins. So for example, long range is between 50-100% of the weapon's max range.&amp;quot; Touch, short, medium, and long ranges are the same for all weapons. A weapon won't fire past its range, but within the range it operates at the accuracies listed. You can confirm this for yourself by seeing what happens when a pawn with a shotgun aims at targets at different distances. When the target is 17 tiles away, the accuracy tooltip says &amp;quot;cannot hit target.&amp;quot; But when it's 15 tiles away, the accuracy tooltip will read 87% weapon contribution, which is the shotgun's value for short range. Shotguns basically never fire at more than short range. What's confusing about it is that they have accuracy ratings for ratings they will never fire at.&lt;br /&gt;
&lt;br /&gt;
I propose replacing the whole paragraph with the following: &amp;quot;Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If no one objects in the next couple days I'll make the change.&lt;br /&gt;
edit: Made the change.&lt;br /&gt;
--[[User:Strether|Strether]] ([[User talk:Strether|talk]]) 21:51, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table only shows Heavy SMG for ranged, and only Knife for melee ==&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/i6oEuGI.png&lt;br /&gt;
&lt;br /&gt;
I don't remember removing all other weapons was in the changelogs of B19 ;)&lt;br /&gt;
&lt;br /&gt;
Most likely that the new wiki layout broke things- we'll get to that.&lt;br /&gt;
&lt;br /&gt;
In the meantime we might delete this page to renew it- there's a new discussion system in place. Reply below if you have seen this message.'''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:19, 11 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken weapons table queries ==&lt;br /&gt;
&lt;br /&gt;
I see what [[User:PieTau|PieTau]] did with the queries for weapons pages so the table would auto-populate, but currently (2018-09-10) the table is broken and only shows the values matching the default name from the template, which is &amp;quot;Heavy SMG&amp;quot;. (It does seem to pull the values from the Heavy SMG page correctly, so maybe &amp;quot;?Name&amp;quot; isn't matching correctly anymore?&lt;br /&gt;
&lt;br /&gt;
I'm new to MediaWiki queries so I'm not sure how to fix it, or I would.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: This thread was created from content posted by [[User:ThrumboWrangler|ThrumboWrangler]] ([[User talk:ThrumboWrangler|talk]])''&lt;br /&gt;
~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:15, 12 September 2018 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Table Makes No Sense ==&lt;br /&gt;
&lt;br /&gt;
I think the melee weapons table needs an update as it claims to use the &amp;quot;Normal&amp;quot; quality of each weapon but the Normal Persona Monosword has no attacks above 27 damage. Also I think it would be good to add the Actual DPS (for a non-upgraded pawn) besides the Listed Weapon DPS (see Melee Formulas section) as it gives a much more realistic picture of what the damage output will be.&lt;br /&gt;
I'm willing to update it, but I prefer to discuss it first as it is a lot of work (I need to fill in all weapon options in my calculator for each weapon).&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85733</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=85733"/>
		<updated>2021-05-14T11:52:27Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Updated the melee formulas with the ones currently used in the game... I hope this is appreciated as I spent *a lot* of time figuring them out ;-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Listed Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
==== Actual DPS ====&lt;br /&gt;
&lt;br /&gt;
There are a few peculiarities in the descriptions above. For one, it seems that the AccuracyTouch properties of ranged weapons is not used this may be a bug as it seems intended that it should have been used. Another remarkable thing is that the average DPS computation doesn't match with how the attacks are used. The final steps aggregate all damage and cooldown separately before computing the average DPS. This implicitly suggests that cooldowns are not tied to the attack options (eg. the Zeus Hammer Head attack can happen with 1.6, 2 and 2.2 cooldowns). However, this is not the case when an attack is selected the associated cooldown kicks in. This is how the actual DPS is computed:&lt;br /&gt;
# For each attack option follow step 1-4 as above&lt;br /&gt;
# For each attack option compute the '''DPS''' = '''Damage''' / '''Cooldown'''&lt;br /&gt;
# Compute the '''Actual Average DPS''' = SumOfAll('''DPS''' x '''Selection Chance''')&lt;br /&gt;
&lt;br /&gt;
In the example above this means that the average DPS would be 12.62 (instead of 12.80). Also not that in this case it is lower but in other cases it will be higher. Therefore, in order to properly compare melee options one should not use the '''Listed Average DPS''' but instead use the '''Actual Average DPS''' as defined here.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=74744</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=74744"/>
		<updated>2020-09-08T07:20:10Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--{{TOCright}}--&amp;gt;&lt;br /&gt;
While RimWorld can be played for several hours or indefinitely, the game can come to an end in a few different ways.&lt;br /&gt;
&amp;lt;p&amp;gt;''For endgame tips, see [[Advanced_Endgame_Guide#Ending_the_game|Advanced Endgame Guide - Ending the game]].''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Colony End===&lt;br /&gt;
If and when the final [[colonist]] is lost (dead, kidnapped or left the planet), the game will present a message that everyone is dead or gone. You can exit to the main menu or 'Keep playing'. If you continue playing, there is very little to do, but time continues to pass and events still trigger. If the 'wanderer joins' or 'refugee chased' events trigger, you can resume playing.&lt;br /&gt;
&lt;br /&gt;
===Ship Launch===&lt;br /&gt;
If a [[ship|spaceship]] is constructed you can load some or all of the colonists into the [[ship cryptosleep casket]]s to depart the planet.&lt;br /&gt;
&amp;lt;p&amp;gt; To launch the ship, select the [[ship computer core]] and click the 'Launch ship' button. Starting up the ship takes 15 days, during which your colony will be attacked frequently.  Any colonists not on the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journey Offer ===&lt;br /&gt;
&lt;br /&gt;
After a short time the game will present a message that a friendly AI has offered you passage on his spaceship. The location is marked on the world map by a purple flag (or circle when zoomed in) and will be a considerable distance away. You can send colonists there by [[caravan]] or land in by [[transport pod]], but the long journey will take many legs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Charlon Whitestone.png|'''Charlon Whitestone friendly AI'''&lt;br /&gt;
File:Journey destination.png|'''Journey destination'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launching the friendly ship is much the same as launching a colony ship.&lt;br /&gt;
&lt;br /&gt;
To launch the ship, select the group of colonists at the journey destination and click the 'Take off' button. Any colonists not with the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
=== Leave with the Stellarch (Royalty DLC) ===&lt;br /&gt;
&lt;br /&gt;
An alternative game ending with the DLC &amp;quot;Royalty&amp;quot;, it gives you the quest &amp;quot;Royal Ascent&amp;quot; in which you must have the Stellarch himself visit your colony together with 4 of his personal guards and you must house them for 12 days. You need to have a Count or Countess as well as having enough throne &amp;amp; Bedrooms for your nobility that meets their standards as well as an extra for the Stellarch himself. While the Stellarch is visiting you must keep him safe from harm and keep his mood above 25%.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=74743</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=74743"/>
		<updated>2020-09-08T07:19:21Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Updated Leave with the Stellarch specifics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--{{TOCright}}--&amp;gt;&lt;br /&gt;
While RimWorld can be played for several hours or indefinitely, the game can come to an end in a few different ways.&lt;br /&gt;
&amp;lt;p&amp;gt;''For endgame tips, see [[Advanced_Endgame_Guide#Ending_the_game|Advanced Endgame Guide - Ending the game]].''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Colony End===&lt;br /&gt;
If and when the final [[colonist]] is lost (dead, kidnapped or left the planet), the game will present a message that everyone is dead or gone. You can exit to the main menu or 'Keep playing'. If you continue playing, there is very little to do, but time continues to pass and events still trigger. If the 'wanderer joins' or 'refugee chased' events trigger, you can resume playing.&lt;br /&gt;
&lt;br /&gt;
===Ship Launch===&lt;br /&gt;
If a [[ship|spaceship]] is constructed you can load some or all of the colonists into the [[ship cryptosleep casket]]s to depart the planet.&lt;br /&gt;
&amp;lt;p&amp;gt; To launch the ship, select the [[ship computer core]] and click the 'Launch ship' button. Starting up the ship takes 15 days, during which your colony will be attacked frequently.  Any colonists not on the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Journey Offer ===&lt;br /&gt;
&lt;br /&gt;
After a short time the game will present a message that a friendly AI has offered you passage on his spaceship. The location is marked on the world map by a purple flag (or circle when zoomed in) and will be a considerable distance away. You can send colonists there by [[caravan]] or land in by [[transport pod]], but the long journey will take many legs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Charlon Whitestone.png|'''Charlon Whitestone friendly AI'''&lt;br /&gt;
File:Journey destination.png|'''Journey destination'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Launching the friendly ship is much the same as launching a colony ship.&lt;br /&gt;
&lt;br /&gt;
To launch the ship, select the group of colonists at the journey destination and click the 'Take off' button. Any colonists not with the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
=== Leave with the Stellarch (Royalty DLC) ===&lt;br /&gt;
&lt;br /&gt;
An alternative game ending with the DLC &amp;quot;Royalty&amp;quot;, it gives you the quest &amp;quot;Royal Ascent&amp;quot; in which you must have the Stellarch himself visit your colony together with 4 of his personal guards and you must house them for 12 days, You need to have a Count or Countess as well as having enough throne &amp;amp; Bedrooms for your nobility that meets their standards as well as an extra for the Stellarch themself. While the Stellarch is visiting you must keep him safe from harm and keep his mood above 25%.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt8cuv7tx7qoq6bx&amp;topic_postId=vt8cuv7txboqyaa5&amp;topic_revId=vt8cuv7txboqyaa5&amp;action=single-view</id>
		<title>Topic:Vt8cuv7tx7qoq6bx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt8cuv7tx7qoq6bx&amp;topic_postId=vt8cuv7txboqyaa5&amp;topic_revId=vt8cuv7txboqyaa5&amp;action=single-view"/>
		<updated>2020-09-02T19:23:08Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:Vt8cuv7tx7qoq6bx&amp;amp;topic_showPostId=vt8cuv7txboqyaa5#flow-post-vt8cuv7txboqyaa5&quot;&gt;commented&lt;/a&gt; on &quot;Merge fire and firefighting?&quot; (&lt;em&gt;I suggest to merge this page with the &amp;#039;fire&amp;#039; page since the topics are too related for 2 pages&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefighting&amp;diff=74557</id>
		<title>Firefighting</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefighting&amp;diff=74557"/>
		<updated>2020-09-02T19:21:22Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Moved some pawn-on-fire info to the fire page (which has a pawn on fire section)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
'''Firefighting''' is present in two forms of the game.  It is accomplished by  [[colonist]]s going over to a burning portion of the map and &amp;quot;stomping&amp;quot; on the [[fire]] until it goes out completely or by a [[Firefoam popper|Firefoam Popper]] exploding.&lt;br /&gt;
&lt;br /&gt;
You can also explode fire out, with grenades (draft a colonist who has them, target the fire) for example. &lt;br /&gt;
&lt;br /&gt;
Brave colonists, NOT incapacitated by their fear of fire (Scary) or pyromaniacs and assigned to firefighting will stomp on the fires '''ONLY''' if the fire is within a designated '''[[Zone#Home Zone|home zone]]''' . Outside the home zone, colonists will just ignore the fires and carry on with their duties.&lt;br /&gt;
&lt;br /&gt;
To fight fires outside of a home zone or to fight fires in a coordinated manner, draft the colonists and place them NEXT to the fire. They will fight any adjacent fires and you can better move your colonists to strategically attack it.&lt;br /&gt;
&lt;br /&gt;
If the fires manage to spread to an area that is completely blocked off from the colonist, (such as the center of a [[Geothermal generator]]) the fire will be unable to be put out by colonists until it rains or the structure is destroyed. [[Firefoam popper]]s can be used to extinguish these flames by placing a popper nearby and manually exploding it. After their initial construction, Firefoam Poppers can be uninstalled and stored. Reinstalling them later—near a small-to-moderately sized field of fire—and manually detonating them allows a single pawn to quickly and safely complete a dangerous task that could otherwise occupy several pawns for many danger-filled hours.   &lt;br /&gt;
&lt;br /&gt;
Note that the colonists can catch on fire while trying to put out the fires. See [[fire]] for more details.&lt;br /&gt;
&lt;br /&gt;
Extremely large and long lasting fires will force a rain event. Rain will stop the spread of unroofed fires and eventually extinguish them.&lt;br /&gt;
&lt;br /&gt;
By default, all colonists not currently working on another job will go to extinguish a fire if capable, whether someone else has taken the job or not. This allows both the person standing right beside the one tile left on fire to try and extinguish it and the person on the other side of the map who booked it first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fire&amp;diff=74556</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fire&amp;diff=74556"/>
		<updated>2020-09-02T19:20:51Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Moved some pawn-on-fire info from the firefighting page here and added some details on being-on-fire mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
[[File:Fire.png|500px|right]]&lt;br /&gt;
== As a hazard ==&lt;br /&gt;
Fire is capable of destroying crops, resources, structures, and can injure or kill pawns. It spreads via embers that travel up to two tiles and will start another fire if it lands on something flammable. Fire may spread far and wide if left unchecked. Colonists capable of firefighting will only fight fires in your [[Home area]]. To make them fight fires outside of this area, use the &amp;quot;Expand home area&amp;quot; tool in the Zone/Area section of the Architect menu.&lt;br /&gt;
&lt;br /&gt;
=== Basic prevention ===&lt;br /&gt;
A good way to prevent fire from spreading is by using firebreaks. Firebreaks are non-flammable flooring, typically stone, with a minimum width of three tiles. Place firebreaks outside of colony perimeter walls and around other important structures. Another key step to preventing fire is to use non-flammable materials for walls.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
Pawns on fire will become momentarily disabled by panic and will attempt to extinguish the fire by putting it themselves or finding a water body. They may also wander into unsafe open areas where they might be vulnerable to attacks. If this occurs, the player can prioritize a different colonist to attempt to put out the flames of their burning comrade. Also note that pawns on fire can also spread fire which can lead to a cascade effect. &lt;br /&gt;
&lt;br /&gt;
While on fire a pawn will receive 2 heat damage per second regardless of the flame size. Heat damage has no armor penetration and is therefore easily affected by heat resisting apparel. If the fire is not extinguished eventually a pawn will become [[Injury#Shock|incapacitated]] and burn until death&lt;br /&gt;
&lt;br /&gt;
=== Interiors ===&lt;br /&gt;
At higher temperatures (~235C/455F/508K), flammables can spontaneously ignite, and an orange haze effect will appear. Pawns trying to put out the fire may collapse from [[Injury#Heatstroke|heatstroke]]. To prevent pawns from succumbing to the heat in an enclosed room, simply either remove some of the roof or hold one of the doors open, and then tend to the fire.&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
Objects and structures on fire will take damage to their hit points over time. The damage taken value is the same for everything. The size of the fire depends on the [[flammability]] of the material. Objects with 0% flammability can't catch fire.&lt;br /&gt;
&lt;br /&gt;
== As a tool or weapon ==&lt;br /&gt;
&lt;br /&gt;
=== Countermeasure against infestations ===&lt;br /&gt;
[[Events#Infestations|Infestations]] are difficult to clear, especially when spread through multiple (mined out) caves.&lt;br /&gt;
&lt;br /&gt;
An effective method is to equip a colonist with an incendiary launcher or molotov cocktails and attack the [[hive]]s one at a time.&lt;br /&gt;
&lt;br /&gt;
Should one of your caves have [[power conduit]]s running through all the area and completely sealed with roof, they could be used to spread the fire by closing the caves with walls and then simply shoot at a conduit to ignite. [[Insectoids]] will collapse and eventually die of [[Health#Cold and Heat Injuries|burn]]s or [[Injury#heatstroke|heatstroke]], hives will ignite if the temperature gets high enough for spontaneous combustion.&lt;br /&gt;
&lt;br /&gt;
=== Flora raze ===&lt;br /&gt;
A faster alternative to &amp;quot;Cut plants&amp;quot; to clear areas from vegetation that provides a tactical defense as it takes any possible cover object away from enemies. Equip  an [[incendiary launcher]] or [[molotov cocktail]] and target to attack the desired area. The fire will spread rapidly in all directions, so the player must ensure there are no flammables near unintended sections. [[Rain]] will extinguish fire on unroofed areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=74555</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=74555"/>
		<updated>2020-09-02T19:06:13Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Armor''' is a type of [[apparel]] that generally offers good protection from damage, but poor insulation and (in some cases) movement speed penalties.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.&lt;br /&gt;
&lt;br /&gt;
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
The [[Gear]] tab shows aggregate stats about armor once worn, including total protection and mass.&lt;br /&gt;
&lt;br /&gt;
== Armor rating ==&lt;br /&gt;
There are several types of armor ratings;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Piercing|Piercing]]&lt;br /&gt;
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against temperature-related damage like burns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, though all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.&lt;br /&gt;
&lt;br /&gt;
In-game this is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon.&lt;br /&gt;
#The remaining armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved and sharp damage is changed to blunt.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
*Maximum armor rating is at 200%.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage. &lt;br /&gt;
Armor Penetration is also applied on each layer, this means that apparel with low armor values will do little or nothing against projectiles with high armor penetration. &lt;br /&gt;
&lt;br /&gt;
For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values are generally preferred over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, take damage over time and when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Comparison Table ==&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Armor - Sharp !! Armor - Blunt !! Armor - Heat !! Insulation - Heat !! Insulation - Cold !! Coverage !! Occupies Skin  !! Occupies Middle !! Occupies Shell !! Occupies Head !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Cataphract armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Cataphract helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Eltex helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasteel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Steel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak jacket}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak pants}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak vest}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Grenadier armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Locust armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Marine armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Marine helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Phoenix armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Plate armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasteel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Plate armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Steel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige cataphract armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige cataphract helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige marine armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige marine helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige recon armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige recon helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Psychic foil helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Recon armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Recon helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Simple helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasteel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Simple helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Steel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| War mask}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Toughskin gland}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Armorskin gland}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Stoneskin gland}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak vest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and On skin layer ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak pants&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and Outer Layers ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Plate armor&lt;br /&gt;
| note = Very heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the significant -0.8c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Flak jacket&lt;br /&gt;
| note = Decent protection with only a small -0.12c/s movement speed penalty. Strictly worse than a [[devilstrand]] [[duster]] though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Recon armor&lt;br /&gt;
| note = Better protection than [[plate armor]] or a [[duster]] and only a -0.12c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Marine armor&lt;br /&gt;
| note = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the -0.4c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Cataphract armor&lt;br /&gt;
| note = The strongest armor in game. Not advised for 24/7 wearing on [[colonist]]s due to the -0.4c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Headgear ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Simple helmet&lt;br /&gt;
| note = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than a Flak Helmet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Flak helmet&lt;br /&gt;
| note = Mid-tier headgear that provides better protection than the simple helmet. Companion to the [[Flak vest]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Recon helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Marine helmet&lt;br /&gt;
| note = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Cataphract helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Psychic foil helmet&lt;br /&gt;
| note = Great protection against mind-reading lizard men. Not so great at stopping bullets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Eltex helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Waist Layer ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| note = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[Spike trap]]s as if they were ranged attacks. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Smokepop belt&lt;br /&gt;
| note = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
In Beta 18 or earlier each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt8brjdxjxjuwm8d&amp;topic_revId=vt8brjdxjxjuwm8d&amp;action=single-view</id>
		<title>Topic:Vt5l4175k94u8jgt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt8brjdxjxjuwm8d&amp;topic_revId=vt8brjdxjxjuwm8d&amp;action=single-view"/>
		<updated>2020-09-02T19:03:31Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:Vt5l4175k94u8jgt&amp;amp;topic_showPostId=vt8brjdxjxjuwm8d#flow-post-vt8brjdxjxjuwm8d&quot;&gt;commented&lt;/a&gt; on &quot;Heat Armor&quot; (&lt;em&gt;So I did the testing and: - Fire has no AP - initial hit of molotov/incediary launcher does 10 heat damage - being on fire deals 2 heat d...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=74554</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=74554"/>
		<updated>2020-09-02T18:46:19Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: /* Meditation Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Plant&lt;br /&gt;
| category = [[Wild Plants]]&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes. Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&lt;br /&gt;
| def name = Plant_TreeAnima&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = false&lt;br /&gt;
| default color =&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path =&lt;br /&gt;
| label = anima tree&lt;br /&gt;
| parent name = TreeBase&lt;br /&gt;
| path cost = 130&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 400&lt;br /&gt;
| beauty base = 5&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| harvest yield = 25&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| fertility min = 20&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| real grow days = 46.15&lt;br /&gt;
| nutrition per day = 0&lt;br /&gt;
| nutrition per day (70) = 0&lt;br /&gt;
| nutrition per day (140) = 0&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''anima tree'' is a tree added by the [[Royalty DLC]].  It provides both a meditation focus for [[Psycasts|psycasters]] and a way to create psylinks for them.  If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only pawns with a tribal [[backstories]] know the secret of this ritual. Tribal psycasters are also able to draw [[Psycasts|psyfocus]] from anima trees while meditating to them.  Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
&lt;br /&gt;
A single anima tree spawns on each embark tile. While it is not flammable, nor susceptible to [[Toxic fallout]], it can be eaten by [[dendrovore]]s. The grass will not be eaten by grazing animals however, though it is flammable. Destruction of the anima tree causes the anima scream debuff.  This debuff causes a -6 mood penalty and lasts for 5 days which scales with psychic sensitivity.  Anima trees can grow back after being destroyed in a random event.  As such, the time it takes for the tree to reappear is highly variable. As it regrows in a random place, this random regrowth can be used to move a tree in an inopportune location if the mood penalty can be dealt with. &lt;br /&gt;
&lt;br /&gt;
== Meditation Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Meditating at an anima tree requires a Natural meditation focus which a pawn can only get from its childhood background. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. Pawns do not need to have psylink levels to meditate, nor are pawns with levels or better [[Psychic Sensitivity]] better at growing grass.&lt;br /&gt;
&lt;br /&gt;
Anima trees provides the second best additional meditation focus strength for Natural meditation after [[animus stone]]s. &lt;br /&gt;
&lt;br /&gt;
Building an artificial building will reduce the meditation strength with 1-5%. However, there are some exceptions: &lt;br /&gt;
* [[animus stone]]s increase the focus strength with 2% (up to 4 stones)&lt;br /&gt;
* [[nature shrine]]s, [[torch lamp]]s, [[campfire]]s, roofs, and all flooring have no effect at all.&lt;br /&gt;
&lt;br /&gt;
Once a certain amount of meditation has been done, grass growth will slow down.&lt;br /&gt;
&lt;br /&gt;
== Psylink generation == &lt;br /&gt;
The amount of anima grass required to generate a psylink level varies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Required Grass&lt;br /&gt;
|-&lt;br /&gt;
| Level 1|| 18&lt;br /&gt;
|-&lt;br /&gt;
| level 2|| 18&lt;br /&gt;
|-&lt;br /&gt;
| level 3|| 20&lt;br /&gt;
|-&lt;br /&gt;
| level 4|| 20&lt;br /&gt;
|-&lt;br /&gt;
| level 5|| 22&lt;br /&gt;
|-&lt;br /&gt;
| level 6|| 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
Added in Version 1.1.2647&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt5ow3gtf8u98cjx&amp;topic_postId=vt8al3ooagkw9bil&amp;topic_revId=vt8al3ooagkw9bil&amp;action=single-view</id>
		<title>Topic:Vt5ow3gtf8u98cjx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt5ow3gtf8u98cjx&amp;topic_postId=vt8al3ooagkw9bil&amp;topic_revId=vt8al3ooagkw9bil&amp;action=single-view"/>
		<updated>2020-09-02T18:42:21Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:Vt5ow3gtf8u98cjx&amp;amp;topic_showPostId=vt8al3ooagkw9bil#flow-post-vt8al3ooagkw9bil&quot;&gt;commented&lt;/a&gt; on &quot;Animus stone effect&quot; (&lt;em&gt;Just did, and indeed although the shrines don&amp;#039;t have an effect the stones give +2% per stone up to 4 stones to shrines, anima tree or oth...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt5o4lgv1litvxxp&amp;topic_revId=vt5o4lgv1litvxxp&amp;action=single-view</id>
		<title>Topic:Vt5l4175k94u8jgt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt5o4lgv1litvxxp&amp;topic_revId=vt5o4lgv1litvxxp&amp;action=single-view"/>
		<updated>2020-09-01T14:26:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:Vt5l4175k94u8jgt&amp;amp;topic_showPostId=vt5o4lgv1litvxxp#flow-post-vt5o4lgv1litvxxp&quot;&gt;commented&lt;/a&gt; on &quot;Heat Armor&quot; (&lt;em&gt;btw2 Harakoni, the skin glands apply to the new &amp;quot;Internal Layer&amp;quot; &amp;lt;insert joke about skin layer here&amp;gt; is it possible to add that to the Ar...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt5nfegy3sql80p9&amp;topic_revId=vt5nfegy3sql80p9&amp;action=single-view</id>
		<title>Topic:Vt5l4175k94u8jgt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt5nfegy3sql80p9&amp;topic_revId=vt5nfegy3sql80p9&amp;action=single-view"/>
		<updated>2020-09-01T14:13:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:Vt5l4175k94u8jgt&amp;amp;topic_showPostId=vt5nfegy3sql80p9#flow-post-vt5nfegy3sql80p9&quot;&gt;commented&lt;/a&gt; on &quot;Heat Armor&quot; (&lt;em&gt;Your edits look great. I&amp;#039;ll see if I can run tests tonight. Btw is there a way to this from the dev mode, so far I&amp;#039;ve edited game files i...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=74454</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=74454"/>
		<updated>2020-09-01T14:07:32Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: small addition to clarify the mechanics for multiple meditators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Plant&lt;br /&gt;
| category = [[Wild Plants]]&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes. Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&lt;br /&gt;
| def name = Plant_TreeAnima&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = false&lt;br /&gt;
| default color =&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path =&lt;br /&gt;
| label = anima tree&lt;br /&gt;
| parent name = TreeBase&lt;br /&gt;
| path cost = 130&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 400&lt;br /&gt;
| beauty base = 5&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| harvest yield = 25&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| fertility min = 20&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| real grow days = 46.15&lt;br /&gt;
| nutrition per day = 0&lt;br /&gt;
| nutrition per day (70) = 0&lt;br /&gt;
| nutrition per day (140) = 0&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only pawns with a tribal background know the secret of this ritual. Tribal psycasters are also able to draw [[Psycasts|psyfocus]] from anima trees while meditating to them.  Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
&lt;br /&gt;
A single anima tree spawns on each embark tile. Anima trees are not flammable. However, anima grass is flammable. Destruction of the anima tree causes the anima scream debuff.  This debuff causes a -6 mood penalty and lasts for 5 days which scales with psychic sensitivity.  Anima trees can grow back after being destroyed in a random event.  As such, the time it takes for the tree to reappear is highly variable.&lt;br /&gt;
&lt;br /&gt;
== Meditation Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Meditating at an anima tree requires a Natural meditation focus which a pawn can only get from its childhood background. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. Anima trees provides the second best additional meditation focus strength for Natural meditation after anima stones. &lt;br /&gt;
&lt;br /&gt;
Building an artificial building will reduce the meditation strength with 1-5%. However, there are some exceptions: Nature Shrines, torches, campfires, roofs, and all flooring which have no effect at all.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[https://www.reddit.com/r/RimWorld/comments/gv121d/useful_data_about_anima_trees/ Useful data about anima trees]&lt;br /&gt;
&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=74452</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=74452"/>
		<updated>2020-09-01T14:03:16Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Plant&lt;br /&gt;
| category = [[Wild Plants]]&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes. Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&lt;br /&gt;
| def name = Plant_TreeAnima&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = false&lt;br /&gt;
| default color =&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path =&lt;br /&gt;
| label = anima tree&lt;br /&gt;
| parent name = TreeBase&lt;br /&gt;
| path cost = 130&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 400&lt;br /&gt;
| beauty base = 5&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| harvest yield = 25&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| fertility min = 20&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| real grow days = 46.15&lt;br /&gt;
| nutrition per day = 0&lt;br /&gt;
| nutrition per day (70) = 0&lt;br /&gt;
| nutrition per day (140) = 0&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only pawns with a tribal background know the secret of this ritual. Tribal psycasters are also able to draw [[Psycasts|psyfocus]] from anima trees while meditating to them.  Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
&lt;br /&gt;
A single anima tree spawns on each embark tile. Anima trees are not flammable. However, anima grass is flammable. Destruction of the anima tree causes the anima scream debuff.  This debuff causes a -6 mood penalty and lasts for 5 days which scales with psychic sensitivity.  Anima trees can grow back after being destroyed in a random event.  As such, the time it takes for the tree to reappear is highly variable.&lt;br /&gt;
&lt;br /&gt;
== Meditation Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Meditating at an anima tree requires a Natural meditation focus which a pawn can only get from its childhood background. Anima trees provides the second best additional meditation focus strength for Natural meditation after anima stones. &lt;br /&gt;
&lt;br /&gt;
Building an artificial building will reduce the meditation strength with 1-5%. However, there are some exceptions: Nature Shrines, torches, campfires, roofs, and all flooring which have no effect at all.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[https://www.reddit.com/r/RimWorld/comments/gv121d/useful_data_about_anima_trees/ Useful data about anima trees]&lt;br /&gt;
&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt5lnhame3vt4m8d&amp;topic_revId=vt5lnhame3vt4m8d&amp;action=single-view</id>
		<title>Topic:Vt5l4175k94u8jgt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt5l4175k94u8jgt&amp;topic_postId=vt5lnhame3vt4m8d&amp;topic_revId=vt5lnhame3vt4m8d&amp;action=single-view"/>
		<updated>2020-09-01T13:41:46Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jiquera&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jiquera (page does not exist)&quot;&gt;&lt;bdi&gt;Jiquera&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jiquera&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jiquera&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jiquera&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jiquera&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:Vt5l4175k94u8jgt&amp;amp;topic_showPostId=vt5lnhame3vt4m8d#flow-post-vt5lnhame3vt4m8d&quot;&gt;commented&lt;/a&gt; on &quot;Heat Armor&quot; (&lt;em&gt;good question, I&amp;#039;ll run some tests to check it. My gut feeling says it shouldnt... but then again, my gut feeling also said that AP shoul...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=74445</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=74445"/>
		<updated>2020-09-01T10:28:05Z</updated>

		<summary type="html">&lt;p&gt;Jiquera: Clarification of how armor penetration works and what mitigation does&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Armor''' is a type of [[apparel]] that generally offers good protection from damage, but poor insulation and (in some cases) movement speed penalties.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.&lt;br /&gt;
&lt;br /&gt;
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
The [[Gear]] tab shows aggregate stats about armor once worn, including total protection and mass.&lt;br /&gt;
&lt;br /&gt;
== Armor rating ==&lt;br /&gt;
There are several types of armor ratings;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Piercing|Piercing]]&lt;br /&gt;
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against temperature-related damage like burns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, though all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.&lt;br /&gt;
&lt;br /&gt;
In-game this is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon.&lt;br /&gt;
#The remaining armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated (damage halved and type is changed to blunt).&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
*Maximum armor rating is at 200%.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage. Armor Penetration is also applied on each layer, this means that apparel with low armor values (eg. devilstand shirts (sharp armor 28), toughskin glands (sharp armor 35), or a combination of both) will not do anything against projectiles with high armor penetration (eg. charge rifles (armor penetration 35)). This is why higher armor values are preferred over multiple layers of low armor values.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, take damage over time and when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Comparison Table ==&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Armor - Sharp !! Armor - Blunt !! Armor - Heat !! Insulation - Heat !! Insulation - Cold !! Coverage !! Occupies Skin  !! Occupies Middle !! Occupies Shell !! Occupies Head !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Cataphract armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Cataphract helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Eltex helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasteel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Steel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak jacket}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak pants}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Flak vest}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Grenadier armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Locust armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Marine armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Marine helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Phoenix armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Plate armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasteel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Plate armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Steel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige cataphract armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige cataphract helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige marine armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige marine helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige recon armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Prestige recon helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Psychic foil helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Recon armor}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Recon helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Simple helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasteel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Plasteel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Simple helmet}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[Steel]] [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Sharp Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Sharp}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Blunt Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Blunt}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Armor - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Armor Factor - Heat}}|R}}*100 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Cold Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Cold}}|R}}*1 round 1}}&lt;br /&gt;
| {{ #expr: {{Q|Steel|Insulation - Heat Factor}}*{{formatnum:{{Q|{{#var:currentarmor}}|Insulation Factor - Heat}}|R}}*1 round 1}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| War mask}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Heat Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Insulation - Cold Base}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Toughskin gland}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Armorskin gland}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|- {{#vardefine:currentarmor| Stoneskin gland}}&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|{{#var:currentarmor|}}|32}}&lt;br /&gt;
! style='text-align: left !important;'| [[{{#var:currentarmor|}}]]&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Sharp}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Blunt}}&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Armor - Heat}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{Q|{{#var:currentarmor|}}|Coverage}}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Skin }}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Middle}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Shell}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{#if:{{#pos:{{Q|{{#var:currentarmor|}}|Layer}}|Overhead}}| [[File:check.png|24px]] | [[File:ex.png|24px]] }}&lt;br /&gt;
|{{Q|{{#var:currentarmor|}}|Market Value Base}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak vest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and On skin layer ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak pants&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and Outer Layers ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Plate armor&lt;br /&gt;
| note = Very heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the significant -0.8c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Flak jacket&lt;br /&gt;
| note = Decent protection with only a small -0.12c/s movement speed penalty. Strictly worse than a [[devilstrand]] [[duster]] though.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Recon armor&lt;br /&gt;
| note = Better protection than [[plate armor]] or a [[duster]] and only a -0.12c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Marine armor&lt;br /&gt;
| note = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the -0.4c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Cataphract armor&lt;br /&gt;
| note = The strongest armor in game. Not advised for 24/7 wearing on [[colonist]]s due to the -0.4c/s movement speed penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Headgear ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Simple helmet&lt;br /&gt;
| note = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than a Flak Helmet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Flak helmet&lt;br /&gt;
| note = Mid-tier headgear that provides better protection than the simple helmet. Companion to the [[Flak vest]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Recon helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Marine helmet&lt;br /&gt;
| note = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Cataphract helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Psychic foil helmet&lt;br /&gt;
| note = Great protection against mind-reading lizard men. Not so great at stopping bullets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Eltex helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Waist Layer ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| note = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[Spike trap]]s as if they were ranged attacks. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name = Smokepop belt&lt;br /&gt;
| note = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
In Beta 18 or earlier each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Jiquera</name></author>
	</entry>
</feed>