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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kamizushi</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=Kamizushi"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Kamizushi"/>
	<updated>2026-04-06T04:40:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=148216</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=148216"/>
		<updated>2024-07-24T19:31:23Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Skills#Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus?}}&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullifies all opinions of others.&lt;br /&gt;
* Disables most social interactions.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} Animals skill&lt;br /&gt;
* {{Bad|-12}} Artistic skill&lt;br /&gt;
* {{Bad|-12}} Social skill&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifies a large number of [[thoughts]]&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
* Enables void [[Psyfocus#Meditation|meditation focus]].&lt;br /&gt;
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Analyis ==&lt;br /&gt;
{{Stub|section=1|reason=Worthy of analysis given the effects it has on colony function and wehther you want it on every pawn, any at all, when to get it, etc.}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=147766</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=147766"/>
		<updated>2024-07-11T17:17:39Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: Changed &amp;quot;never recreate&amp;quot; to &amp;quot;only when idle&amp;quot; for the sleep schedule to better reflect game behavior.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Menus''' are text-based, selectable options and/or commands that provide the action which includes opening specific GUIs and enabling or disabling certain features. Menus can also take the form of options being represented by images and icons. The following menus are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
== Architect ==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]. &lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
[[File:Work priorities.jpg|400px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
{{Main|Work}}&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform and in what order. However, some colonists cannot perform all tasks, and this will be displayed on the menu as well. For example, a [[Backstories#Medieval lord|medieval lord]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]]. &lt;br /&gt;
&lt;br /&gt;
For a full breakdown of work types, the work menu, and the options available, see the [[Work]] page.&lt;br /&gt;
&lt;br /&gt;
== Schedule ==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Pawns will continue their current task until finished. Only then will a colonist check their schedule and work tabs for other possible assignments. Task lengths vary.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below 35%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 30%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. For this setting, if a pawn is already asleep when this schedule begins, they will not wake up and instead continue to sleep until fully rested. &lt;br /&gt;
&lt;br /&gt;
Pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect. The current work task can be manually ended by [[Draft|drafting]] and undrafting the pawn. &lt;br /&gt;
&lt;br /&gt;
==== Work ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to [[work]] per their priorities unless their need to [[Saturation|eat]] falls below 30% and without regard for sleep or recreation. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that when a pawn's rest need reaches zero, they will eventually fall asleep in their current location (e.g., the ground), regardless of their schedule, and wake up at 20% rest need. The pawn will never recreate.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below 95%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 30%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this schedule begins, they will not wake up and instead continue to sleep until rested.&lt;br /&gt;
&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to [[work]] per their priorities, unless their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 75%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. The pawn will wake up to eat if [[Saturation|eat]] falls below 12.5%. The pawn will not sleep past 100% need, but will instead wake up and evaluate the priorities per the schedule and work tab.&lt;br /&gt;
&lt;br /&gt;
A pawn scheduled to sleep will not do [[Recreation|recreate]] except if idle.&lt;br /&gt;
&lt;br /&gt;
==== Meditate ====&lt;br /&gt;
&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
The pawn will attempt to [[meditate]], preferring to meditate at their assigned [[meditation spot]] {{RoyaltyIcon}} or assigning an unassigned spot to themselves. They will meditate until their [[needs|need]] to [[Saturation|eat]] falls below 30% or their need to [[rest]] falls below 15%. When those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation and their recreation need will fill to 100% if able.  If a pawn is already asleep when this scheduled activity begins, they will wake up to meditate. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule. All pawns can meditate, not just [[psycast]]ers {{RoyaltyIcon}}, and psycaster pawns will not stop a scheduled meditation even when they have met or exceeded their target [[psyfocus]] {{RoyaltyIcon}} level, i.e. meditation will continue to fill the level up its maximum of 100%, even if the target is set lower.&lt;br /&gt;
&lt;br /&gt;
Meditation will be scheduled at any recreation need below 100%. Pawns will sporadically perform other tasks if they continuously meditate at 100% recreation need, indicating that this is behavior similar to other schedules, but with a threshold of 100%, and that the work check can sometimes be met. Meditation is a work task with a duration and like the other schedules, pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable sortable style=&amp;quot;text-align: center;&lt;br /&gt;
|-&lt;br /&gt;
! Schedule !!Rest below !!Recreate below  !! Eat below  !!Wake on schedule change!! Else&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Anything.png]]&lt;br /&gt;
| 30% || 35% || rowspan=5 | 30% food need ||No || Work&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Recreation.png]] &lt;br /&gt;
| 30% || 95% || No  || Work&lt;br /&gt;
|-|&lt;br /&gt;
! [[File:Schedule Work.png]] &lt;br /&gt;
| Never Rest || Never Recreate||Yes || -&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Meditate.png]] &lt;br /&gt;
| 15% || Always Meditate || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Sleep.png]] &lt;br /&gt;
| 75% || Only when idle || No || Work&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Early game, colonists may be set to permanent work until basic infrastructure and accommodations are constructed, but permanent work has a high chance of mental breaks. &lt;br /&gt;
&lt;br /&gt;
The ideal schedule for a pawn varies by the [[trait]]s of the pawn. For example, optimists remain cheery despite less recreation time, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or an efficient [[bed]] do not need as much sleep.&lt;br /&gt;
&lt;br /&gt;
Psycasters{{RoyaltyIcon}} can have hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
=== Allowed area ===&lt;br /&gt;
&lt;br /&gt;
Each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
&lt;br /&gt;
In [[Events#Toxic_fallout|toxic fallout events]], players can restrict the allowed area of colonists to rooms with a [[roof]] overhead to prevent [[Ailments#Toxic_buildup|toxic buildup]]. &lt;br /&gt;
* Consider scheduling sleep during the [[day]] (11h-18h) for colonists with [[Night owl]] trait.&lt;br /&gt;
* Use [[temporary allowed area|temporary allowed area(s)]].&lt;br /&gt;
&lt;br /&gt;
== Assign ==&lt;br /&gt;
{{Stub|section=1|reason=All of these sections are wordy and should be made new pages that redirect}}&lt;br /&gt;
{{Image wanted|section=1|reason=Updated main image, images of the submenus}}&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
&lt;br /&gt;
=== Threat response ===&lt;br /&gt;
{{stub|section=1|reason=Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc}}&lt;br /&gt;
Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. Melee colonist in attack mode attack enemies within a radius of 8 cells inclusive pawns. Ranged colonists in attack mode attack enemies within a radius that is approximately 70% of the weapons maximum range up to a max of about 20 cells.&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Treatment options ===&lt;br /&gt;
{{See also|Doctoring#Treatment options{{!}}Doctoring}}&lt;br /&gt;
Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on. The default setting can be adjusted at the &amp;quot;Defaults&amp;quot; button next to the medical quality level on a pawn's health tab.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:Doctor_care_but_no_medicine.png|16px|link=Medical]]        || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Doctoring|Doctor care]], but no medicine&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Herbal medicine.png|16px|link=Herbal medicine]]             || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Herbal medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Medicine industrial a.png|16px|link=Medicine]]              || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Glitterworld_medicine.png|16px|link=Glitterworld medicine]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Glitterworld medicine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outfits ===&lt;br /&gt;
Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible per their assigned outfit and according to the weather. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.&lt;br /&gt;
&lt;br /&gt;
If the player forces a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear a different apparel on the same body part. In the Gear tab on the pawn inspect pane, manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. &lt;br /&gt;
:* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[nudist]] does not consider those items to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* '''Worker:''' Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* '''Soldier:''' Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
=== Food restriction === &lt;br /&gt;
{{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete}}&lt;br /&gt;
Food Restrictions allow the player to edit and set food policies for different colonists. The default food restriction policy, named Lavish, allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat.&lt;br /&gt;
&lt;br /&gt;
Hungry Pawns attempt to eat the food that grants them the most mood that they are allowed to eat. If multiple foods grant the same mood the colonist will eat the closest. If the colonist has a meal in their inventory and is starving (below 12.5% food saturation), or if their desired meal is more than approximately 90 cells away, they will eat the meal from their inventory regardless of the inventory meal's quality. After eating, a colonist attempts to refill their food inventory slot with the meal that grants them the most mood allowed by their food restriction.&lt;br /&gt;
&lt;br /&gt;
There are several default food restrictions as follows:&lt;br /&gt;
:* '''Lavish:''' All food types allowed.&lt;br /&gt;
:* '''Fine:''' All food types except lavish meals, [[carnivore lavish meal]]s, and [[vegetarian lavish meal]]s allowed.&lt;br /&gt;
:* '''Simple:''' All food types except [[packaged survival meal]]s, fine meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed.&lt;br /&gt;
:* '''Paste:''' All meals disallowed except nutrient paste meals. All other food types allowed. &lt;br /&gt;
:* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed, including animal products.&lt;br /&gt;
:* '''Nothing:''' All food types disallowed.&lt;br /&gt;
:* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, and [[kibble]], as well as meals with appetizing meat, human meat, or insect meat disallowed. All other food types allowed. &lt;br /&gt;
:* '''Carnivore:''' All raw vegetables, vegetarian meals, and other meals with a vegetable ingredient disallowed.&lt;br /&gt;
:* '''Cannibal:''' &lt;br /&gt;
:* '''Insect meat:''' ?&lt;br /&gt;
&lt;br /&gt;
The player may modify these restriction presets or create their own.&lt;br /&gt;
&lt;br /&gt;
=== Drug policies === &lt;br /&gt;
{{stub|section=1|reason=Insufficient detail on the options and how they're implemented mechanically}}&lt;br /&gt;
Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. &lt;br /&gt;
&lt;br /&gt;
Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will. Pawns on a [[mental break|food binge]] may take drugs for recreation regardless of player settings. Pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having &amp;quot;Take drugs for recreation&amp;quot; and &amp;quot;Take drugs for addiction&amp;quot; enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
Pawns can also be told to keep a certain number of doses for each individual drug type. NOTE: Sometimes colonists do not put appropriate drugs in their inventory and the reason why is currently unknown.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;For Addiction&amp;quot;, &amp;quot;For Recreation&amp;quot; and &amp;quot;Scheduled&amp;quot; check boxes have &amp;quot;OR&amp;quot; functionality. The &amp;quot;Scheduled&amp;quot; options of &amp;quot;Frequency&amp;quot;, &amp;quot;Only if mood below&amp;quot; and &amp;quot;Only if recreation below&amp;quot; sliders have &amp;quot;AND&amp;quot; functionality. The &amp;quot;Scheduled&amp;quot; &amp;quot;Frequency&amp;quot; option uses the time since last ingestion and not the time of &amp;quot;last scheduled ingestion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A drug set to &amp;quot;For Recreation&amp;quot; can be taken anytime the colonist does Recreation. A drug held in inventory will aways be preferred when taken &amp;quot;For Recreation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are several default drug policies as follows:&lt;br /&gt;
:* '''No drugs:''' No drugs to be kept in inventory. All drugs for addictions. No drugs for recreation. No drugs scheduled. &lt;br /&gt;
:* '''Social drugs:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. No drugs scheduled. Despite also being [[social drugs]], [[ambrosia]] and [[psychite tea]] are excluded from this policy.&lt;br /&gt;
:* '''One drink per day:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. Beer scheduled for use once per day, at any recreation or mood level.&lt;br /&gt;
:* '''Unrestricted:''' No drugs to be kept in inventory. All drugs for addictions. All drugs for recreation. No drugs scheduled. &lt;br /&gt;
&lt;br /&gt;
The player may modify these policies or create their own.&lt;br /&gt;
&lt;br /&gt;
=== Carry medicine === &lt;br /&gt;
Players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This allows drafted doctors to quickly stabilize a pawn on the battlefield using medicine.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage auto-slaughter...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to adjust the thresholds at which your colonists will automatically slaughter excess animals.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe. This menu is also useful for scavenging any downed animals nearby, yielding risk-free [[meat]] and [[leather]].&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Using this tab, you can view your ideology and the ideologies of other factions. Here you can find options for saving and loading ideologies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
==== Letters ====&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Ambrosia_sprout|Ambrosia sprout]] ([[Ambrosia bush]])&lt;br /&gt;
* [[Ancient shrine|Ancient danger]]&lt;br /&gt;
* [[Animal]]'s revenge&lt;br /&gt;
* [[Animal self-tamed]]&lt;br /&gt;
* [[Blight]]: domesticated plant&lt;br /&gt;
* [[Mental_break#Psychotic_wandering_.28Daze.29|Daze]]: [[colonist]]&lt;br /&gt;
* [[Death]]: colonist&lt;br /&gt;
* [[Disease]]: [[Infection]]&lt;br /&gt;
* [[Events#Meteorite|Meteorite]]: material&lt;br /&gt;
* Everyone is dead or gone. This story is over. Perhaps someone else will a use for the ruins of this place.&lt;br /&gt;
* Gift from ...&lt;br /&gt;
* Colonist kidnapped&lt;br /&gt;
* [[Mad animal]]&lt;br /&gt;
* [[Events#Man in black|Man in black]]&lt;br /&gt;
* [[Mental_break#Manhunter|Manhunter]]: domesticated animal&lt;br /&gt;
* [[Mental break#Hide in room|Hide in room]]: colonist&lt;br /&gt;
* [[Mental_inspiration#Inspired_taming|Inspired taming]]: colonist&lt;br /&gt;
* [[Events#Party|Party]]&lt;br /&gt;
* [[Events#People arrived|People arrived]]&lt;br /&gt;
* [[Raid]]&lt;br /&gt;
* New [[recruit]]: colonist&lt;br /&gt;
* [[Events#Rare_Thrumbos|Rare Thrumbos]] ([[Thrumbo]])&lt;br /&gt;
* [[Quest]] active: ...&lt;br /&gt;
* Quest expired: ...&lt;br /&gt;
* [[Events#Solar_flare|Solar flare]]&lt;br /&gt;
* [[Summer]]&lt;br /&gt;
* [[Mental_break#Tantrum|Tantrum]]: colonist&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* An animal named ... had a mental break (e.g. [[Manhunter]]) because of of [[master]]'s death&lt;br /&gt;
* [[Animals#Taming|Tamed animal]] has started to roam away! He(she) will leave this map unless animal [[handle]]r ropes her back to a pen&lt;br /&gt;
* [[Bill]] complete ([[Campfire]])&lt;br /&gt;
* [[Colonist]]s [[Construct Success Chance|failed]] while [[Work#Construct|constructing]] a simple wooden bench. Some resources have been wasted&lt;br /&gt;
* Colonist is fully healed&lt;br /&gt;
* Colonist is no longer inspired&lt;br /&gt;
* Colonist is no longer having a [[Mental_break#Tantrum|Tantrum]]&lt;br /&gt;
* Colonist has gotten [[food poisoning]] from: [[Simple meal]]. Cause: Dirty cooking area.&lt;br /&gt;
* Colonist successfully [[tame]]d an animal. It is now called animal 1&lt;br /&gt;
* Critical alert: Colonist needs [[rescue]]&lt;br /&gt;
* Critical alert: [[Fire]]&lt;br /&gt;
* Critical alert: Major break risk&lt;br /&gt;
* [[Fall]] has begun&lt;br /&gt;
* [[Food]] has [[Deterioration|deteriorated]] in storage&lt;br /&gt;
* [[Rice plant]] died because of cold&lt;br /&gt;
* [[Goodwill|Relation]]s with ... have changed from 0 to 1 ([[Trade]]d)&lt;br /&gt;
* [[Spring]] has begun&lt;br /&gt;
* The [[Trade#By_physical_presence|trade caravan]] from ... is leaving&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore.&lt;br /&gt;
* Beta 19/1.0 - New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals. Added medical care column to the Assign tab.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] -  Wildlife tab refinements&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Drug take to inventory in policy can exceed def-defined limit.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=147618</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=147618"/>
		<updated>2024-07-08T08:20:19Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Bliss lobotomy */ I tested ingame and bliss lobotomy can absolutely do social and artistic work. Also, can be induced through a surgery, not a ritual.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailmetns}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Psychic rituals#Chronophagy|Chronophagy]]: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Genes#Bloodfeeder|Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Male humans can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy.{{BiotechIcon}} It is currently unknown if there are other sources or if female humans can be affected.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.&lt;br /&gt;
* Other than transplantation, only healer mech serum and resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potential still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 20 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
:{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 0 || style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 5.00% || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 4.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 2.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 1.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0.25%&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 0.15%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-20 || align=&amp;quot;center&amp;quot; | 0.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. &lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].&lt;br /&gt;
&lt;br /&gt;
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling Mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[Healer mech serum]] so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, aside from the colonist's brain being destroyed then having a [[Resurrector mech serum]] used on them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable_of_work_types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-50% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 50-60% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 60-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=147561</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=147561"/>
		<updated>2024-07-07T00:58:27Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Pawns */  Temporary pawns from quests. Prisoners.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Anima tree&lt;br /&gt;
| image = Anima tree a.png&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.&amp;lt;br/&amp;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 tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.&amp;lt;br/&amp;gt;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.&amp;lt;br/&amp;gt;Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = 5&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| glowradius = 3.75&lt;br /&gt;
| glowcolor = (110, 116, 125)&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min fertility = 0.02&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = True&lt;br /&gt;
| livesin_temperateswamp = True&lt;br /&gt;
| livesin_tropicalrainforest = True&lt;br /&gt;
| livesin_tropicalswamp = True&lt;br /&gt;
| livesin_aridshrubland = True&lt;br /&gt;
| livesin_desert = True&lt;br /&gt;
| livesin_borealforest = True&lt;br /&gt;
| livesin_coldbog = True&lt;br /&gt;
| livesin_tundra = True&lt;br /&gt;
}}&lt;br /&gt;
The '''anima tree''' is a tree added by the [[Royalty DLC]]. It acts as a meditation focus and source of [[psycasts|psylinks]] for pawns with the [[Psyfocus#Natural|Natural]] focus type, but is sensitive to artifical structures around it.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
One anima tree spawns on most [[World generation#Landing site|landing site]] maps. On larger map sizes, up to two may spawn. The Extreme Desert, Ice Sheet, and Sea Ice [[biome]]s are too inhospitiable for anima trees to spawn.&lt;br /&gt;
&lt;br /&gt;
Anima trees are immune to [[fire]], [[toxic fallout]], can survive up to {{Temperature|-50}}, and will survive in the [[sun blocker|absence of light]]. [[Thrumbo]]s will not eat anima trees, but [[alphabeaver]]s can. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s. [[Anima grass]] is vulnerable to fire, and will rot if left without light, but will not be eaten by grazing animals. Note that while the anima tree has no lifespan, any anima grass only lives for {{Q|Anima grass|Lifespan}} [[time|days]].&lt;br /&gt;
&lt;br /&gt;
=== Regrowth ===&lt;br /&gt;
Destruction of the anima tree causes the {{--|6}} [[Mood#Anima scream|anima scream]] [[mood]]let for 5 days, and stacking up to 3 times. The mood effect scales with [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
After roughly 30 days, it will grow back in a [[Events#Anima tree sprout|random event]] at a random location away from artificial buildings. This can be used to move a tree from an inopportune location at the cost of mood.&lt;br /&gt;
&lt;br /&gt;
=== Archonexus Quest ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains spoilers for the Archonexus {{IdeologyIcon}} quest. If you wish to enjoy this quest first hand, you probably shouldn't read this section.'''&lt;br /&gt;
|-&lt;br /&gt;
| The first two archonexus structures, the [[major archotech structure]] and [[grand archotech structure]], spawn anima grass continuously, up to a cap of 35. {{Check Tag|Verify cap for both}}{{Check Tag|Can this grass be used for linking rituals?}}&lt;br /&gt;
The final structure, the [[archonexus core]], spawns full anima trees, as well as grass, sometimes as many as 200 trees on a single map.{{Check Tag|Cap?}} However this is unlikely to be useful, as the game can ended as soon as the archonexus core is discovered.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Meditation mechanics ==&lt;br /&gt;
{{Stub|section=1|reason= Meditation is recreation. How much etc}} &lt;br /&gt;
Meditating at an anima tree requires a [[Psyfocus#Natural|Natural]] [[meditation focus]], which a pawn can only gain from their childhood [[background]]. Only Tribal backstories can have the focus type, and several of them do not provide it. Pawns do not need to have psylink levels to meditate. [[Schedule]] meditation and place a [[meditation spot]] so that your colonists will actively meditate near the tree.&lt;br /&gt;
&lt;br /&gt;
Meditation at the tree serves two purposes; firstly, it grows anima grass for the granting of psylink. Secondly, it acts as the second best meditation focus, after [[animus stone]]s, for Natural meditation, increasing the rate at which psycasters meditating to the tree gain psyfocus. &lt;br /&gt;
&lt;br /&gt;
=== Anima grass ===&lt;br /&gt;
{{Stub|section=1|reason = Numbers for participant/grass retained ratio}}&lt;br /&gt;
Meditating near an anima tree creates '''anima grass''' around the base of the tree. Once at least 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type. &lt;br /&gt;
&lt;br /&gt;
Anima grass is created proportional to the pawn-hours spent meditating to it. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. At 100% effectiveness, one pawn-hour of meditation grows approximately 16% of one anima grass patch. After 12 pawn-hours of cumulative meditation time, grass growth slows by 50% to 8% of growth per pawn-hour. After 24 pawn-hours of meditation time, it slows to 25%, or 4% of growth per pawn-hour. Finally, it drops to 15% of the normal growth rate after 48 pawn-hours of meditation time. This counts all pawns that have meditated during a 24 hour period. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree, up to a -30% of the growth. A full -30% penalty does not stop growth after 24 pawn-hours, suggesting that factor is applied multiplicatively. If there are multiple trees on a map, each will have its own anima grass and threshold, allowing more grass to be grown before hitting diminishing returns.&lt;br /&gt;
&lt;br /&gt;
The pawn must have Natural meditation available in order to grow anima grass. However, the health, psylink level, and [[psychic sensitivity]] of the meditating pawns has no effect on the amount of grass generated, even if they are psychically deaf.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pawn-Hours&amp;lt;br&amp;gt;/Day &lt;br /&gt;
! Grass grown&amp;lt;br&amp;gt;/Day&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
! 12 hours &lt;br /&gt;
| {{#expr: (12/5)}}&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| {{Graph:Chart&lt;br /&gt;
| width = 200&lt;br /&gt;
| height = 200&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0,  12,  24,  48,  60, 100&lt;br /&gt;
| y = 0, 2.4, 3.6, 4.8, 5.16, 6.36&lt;br /&gt;
| xAxisTitle = Pawn-Hours/Day&lt;br /&gt;
| yAxisTitle = Grass grown/Day&lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! 24 hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (0/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 36 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (12/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 48 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 60 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (12/5)*0.15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Linking ritual ===&lt;br /&gt;
The linking ritual takes approximately 5 hours and requires 20 anima grass.&lt;br /&gt;
&lt;br /&gt;
This ritual can grant a psylink to a pawn without one or improve the level of an existing psylink; even one granted using a [[psylink neuroformer]] or through an Empire [[Titles|bestowing ceremony]]. This only works on pawns with the Natural meditation type and a non-zero [[psychic sensitivity]].{{Check Tag|Verify}} [[Children]] {{BiotechIcon}} cannot link to the anima tree. Once the ritual is complete, 20 anima grass will die, and one new grass will sprout for every participant of the ritual. Any remaining or regrown grass can then be used for future linking rituals, however note that the grass has a limited lifespan of {{Q|Anima grass|Lifespan}} [[time|days]].&lt;br /&gt;
&lt;br /&gt;
=== Meditation focus ===&lt;br /&gt;
Psycasters regain psyfocus at a base rate of {{+|50%}} psyfocus per day spent meditating. Foci in range of the psycaster's [[meditation spot]] and of a focus type they share increase this rate additively. Anima trees have a base meditation focus strength of {{+|28%}} psyfocus per day. Each [[animus stone]] within 9.9 tiles increases the meditation effectiveness by {{+|2%}}, while each [[small nature shrine|small]] or [[large nature shrine]] within 9.9 tiles increases it by {{+|1%}}. Up to four buildings can affect the tree, for a maximum bonus of {{+|8%}} from 4 animus stones. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree.&lt;br /&gt;
&lt;br /&gt;
However, the anima tree will still grow grass with 5 animus stones in the vicinity. With five animus stones, a psycaster will gain psyfocus at a rate of 92% per day without interference from buildings while also being able to grow anima grass. Similarly, in practice an anima tree with 4 animus stones will recharge psyfocus at a rate of 90% per day, {{+|40%}}, assuming all objects are within range of each other. They will technically be meditating at the animus stone and not the anima tree. The anima tree is ignored for psyfocus gain but not for anima grass growing. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus {{+|42%}} for an anima tree with no artificial buildings within 34.9 tiles and surrounded by five animus stones.&lt;br /&gt;
&lt;br /&gt;
=== Artificial buildings ===&lt;br /&gt;
Building an artificial building within a 34.9 tile build radius will reduce the anima grass growth rate, and meditation strength within a 27.9 tile radius (the 27.9 tile radius is displayed in red while the anima tree is selected). The reduction is set by the following curve:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items&amp;lt;br&amp;gt;in range !! Strength&amp;lt;br&amp;gt;offset !! Graph&lt;br /&gt;
|-&lt;br /&gt;
|  0 || '''0%'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
 | width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset&lt;br /&gt;
 | x = 0,  5,  10,  50&lt;br /&gt;
 | y = 0, -8, -15, -30&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|  5 || {{--| 8%}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{--|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{--|30%}}&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a pawn will preferentially meditate at the highest rate natural building, so two animus stones next to an anima tree will give +4% (+28%-28%+2%+2%) but two animus stones on their own will only give +2% (+34%-34%+2%). Without the artificial building penalty, both situations would be equivalent +36% (+34%+2%) as a pawn would always meditate at the animus stone and the anima tree would be ignored, though grass still grows. &lt;br /&gt;
&lt;br /&gt;
The following buildings are not considered artificial for this purpose:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
* [[Snowman]]&lt;br /&gt;
* [[Torch lamp]]&lt;br /&gt;
* [[Horseshoe pin]]&lt;br /&gt;
* [[Hoopstone ring]]&lt;br /&gt;
* [[Grave]]&lt;br /&gt;
* [[Campfire]]&lt;br /&gt;
* [[Small nature shrine]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Large nature shrine]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Shard beacon]] {{AnomalyIcon}}&lt;br /&gt;
* [[Fleshmass heart]] {{AnomalyIcon}} and all related structures&lt;br /&gt;
* All [[spot]]s&lt;br /&gt;
* All [[floor]]ing&lt;br /&gt;
* All types of smoothed stone walls&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ruins]] also do not have any penalty '''so long as the ruins remain unclaimed;''' claiming the ruins will cause them to apply the usual penalty. Despite their similarity to other exempted objects, [[monument marker]]s {{RoyaltyIcon}} are considered artificial.&lt;br /&gt;
&lt;br /&gt;
Selecting the tree displays two circles around the tree:&lt;br /&gt;
* The smaller (9.9 tiles radius), green circle is the range at which animus stones and nature shrines can link to the tree.&lt;br /&gt;
* The larger (27.9 tiles radius), red circle indicates where artificial structures will disrupt the tree. The &amp;quot;Build radius warning&amp;quot; option, turned on by default, will create a red line whenever you try to place a building within the radius. (Note: buildings in the larger 34.9 tile radius will not cause the warning, but will still impact the grass growth rate).&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
There are two philosophies for building near the anima tree:&lt;br /&gt;
* Option 1: Leaving the anima tree clear from artificial structures. You can still install attractive [[floor]]s and plant flowers (where grass won't spawn) to keep the area [[beauty|beautiful]] and meditators happy without affecting the tree. A bed and dining room just outside of the radius can help lower travel time. This method is ideal if you dedicate a colonist's entire workday to meditation. Psycasters can gain psyfocus at the maximum rate of 92% per day, or 3.83% per hour. &lt;br /&gt;
&lt;br /&gt;
* Option 2: Ignoring the artificial penalty entirely. Create your entire base right next to the anima tree, and surround the tree with [[wall]]s. This makes the travel time much shorter, and keeps your pawns safer against raids during meditation. In [[biome]]s where the [[Events#Beavers!|Beavers!]] event can happen (arid shrubland, tundra), it also keeps the ''tree'' safe. &lt;br /&gt;
** Make sure not to build a [[roof]] or floor over the tree, or where grass can spawn. Use the [[remove roof area]] tool in the Zoning tab so that your builders don't cut down the tree.&lt;br /&gt;
** While building close to the tree impacts the rate at which you gain psyfocus, the psyfocus gain provided by the tree is an &amp;quot;offset&amp;quot; on top of a pawn's base psyfocus gain of 50%/day. With 50 buildable items in the vicinity, the anima tree will not provide any bonus to meditation but any items providing bonuses will still provide the benefit. The lowest possible psyfocus gain is 50% per day while the maximum amount lost is -34% per day, if a single animus stone is used. A pawn will actually meditate at the animus stone over the anima tree but anima trees do not provide a bonus to animus stones, 2 animus stones are needed to see any bonus beyond 50% psyfocus gain per day. This will generate psyfocus at a rate of 2.08% per hour. With 5 animus stones, the rate will be 58% per day, or 2.42% per hour. &lt;br /&gt;
In either case, a ring of flooring around the tree and grass spawning area can be useful to prevent [[fire|wildfires]] destroying the grass.&lt;br /&gt;
&lt;br /&gt;
Psycasters lose psyfocus at a maximum rate of 7.5% per day. The least a psycaster will need to meditate using option 1 is for 1.95 hours with 5 animus stones. The least a psycaster will need to meditate using option 2 with 5 animus stones is for 3.10 hours. During that additional 1.15 hours or 2875 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 221 cells. Since a return trip is required, anima trees outside of 110 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings. &lt;br /&gt;
&lt;br /&gt;
If only using small nature shrines (as 5 animus stones are expensive and difficult to acquire, especially at the stage of game when anima grass is most desired) the times to meditate become 3.42%/hr vs. 2.17%/hr (note that the addition of shrines allows the full -30% penalty). During that additional 1.26 hours or 3150 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 242 cells. Since a return trip is required, anima trees outside of 121 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings.&lt;br /&gt;
&lt;br /&gt;
On the default map size of 250x250, the furthest point from the center is 125 to 176 cells depending on direction. However, trees on the far edge of the map should probably be chopped in hopes of a better location as those locations will likely not be built around anyways. An anima tree in a central location should left building free, with likely starting locations such as dining halls and bedrooms placed within 86 cells of the edge of the build radius warning. &lt;br /&gt;
&lt;br /&gt;
With longer meditation times, the travel time becomes less significant but the building penalty still applies to anima grass growth. It becomes difficult to see any advantage to a tree being enclosed by buildings for the purposes of creating psycasters or using high cost psycasts. It is also easier to make a pawn move faster than it is to place an anima tree for a slow pawn. Colonist risk far from safety is still a factor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
For maximum growth, [[schedule]] one or more colonists to just meditation, only stopping to eat or sleep. This also reduces travel time, useful if you have built away from the anima tree. Meditating will provide some [[recreation]]; while they will rapidly become [[Recreation#Recreation tolerance|bored]] with it, it will still keep the bar full if done all day. If a ruin or natural wall is within 6 tiles, consider [[roof]]ing over their meditation spot to keep them out of the [[weather|rain]] and [[toxic fallout]]. &lt;br /&gt;
&lt;br /&gt;
If the anima tree is very nearby to the colony, then you can also schedule meditation for all tribal colonists in place of recreation. Meditation does fill up the recreation meter, even if colonists will get bored of it. If a large portion of colonists are set to meditation, then you will quickly hit the soft limit for grass growth.&lt;br /&gt;
&lt;br /&gt;
While the grass does not grow faster when meditated at by a psycaster, they are still ideal choices. The psyfocus gain from meditation not only replaces their need to meditate elsewhere; it also all but guarantees that they will be consistently at 100% psyfocus. This especially synergizes with high-psyfocus-cost, non-combat psycasts such as [[Psycasts#Word of trust|word of trust]] or [[Psycasts#Word of inspiration|word of inspiration]], and is valuable for keeping casters combat-ready as well.&lt;br /&gt;
&lt;br /&gt;
Temporary pawns from quests with a natural meditation focus can meditate at the tree even if they are incapable of working. &lt;br /&gt;
&lt;br /&gt;
Prisoners with a psylink will meditate a few hours per day to maintain their psyfocus. Building a prison barrack around the tree with natural meditation focus psycaster prisoners will slowly generate anima grass.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Anima tree a.png|Anima tree variant A&lt;br /&gt;
Anima tree b.png|Anima tree variant B&lt;br /&gt;
Anima tree c.png|Anima tree variant C&lt;br /&gt;
Anima tree d.png|Anima tree variant D&lt;br /&gt;
Anima tree e.png|Anima tree variant E&lt;br /&gt;
Stump chopped anima a.png|[[Chopped anima stump]] variant A&lt;br /&gt;
Stump chopped anima b.png|[[Chopped anima stump]] variant B&lt;br /&gt;
Stump smashed anima a.png|[[Smashed anima stump]] variant A&lt;br /&gt;
Stump smashed anima b.png|[[Smashed anima stump]] variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Regrowth check cycle: 40 days -&amp;gt; 30 days. Added warning message when designating an anima tree for cutting and using it to give a psychically dull or deaf pawn psylink. Now sends a letter when enough anima grass is available for linking. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Anima trees are enhanced by nearby animus stones. Will no longer be destroyed by meteors, crashed ship parts, or shuttles. Anima grass progress rate now reduces after they're heavily used within a single day. All Psylink levels now take 20 anima grass instead of 18 for levels 1 and 2, 20 for 3 and 4, and 22 for 5 and 6. Soften anima tree glow. Remove anima grass glow. Fix: Anima tree doesn't heal properly. Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Anima trees can display negative meditation values. Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Anima grass growth rate is now slowed, like the psyfocus penalty, when the tree is near artificial buildings. Fix: Typo on anima tree linking ritual.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating anima trees.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Description updated.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_jaw&amp;diff=147141</id>
		<title>Bionic jaw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_jaw&amp;diff=147141"/>
		<updated>2024-06-28T20:05:06Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|&lt;br /&gt;
| name = Bionic jaw&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An artificial jaw replacement. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.&lt;br /&gt;
| body part = Jaw&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass = 1.5&lt;br /&gt;
| marketvalue = 1030&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| &lt;br /&gt;
}}&amp;lt;!-- The lack of comps sections may end up removing the bite attack. Testing needed. --&amp;gt;&lt;br /&gt;
{{Info|A '''bionic jaw''' is an [[artificial body part]] that acts as a replacement for a pawn's natural jaw, increasing the [[Talking]] and [[Eating]] capacities.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here, }}&lt;br /&gt;
Bionic jaws replace the user's organic jaw. The bionic jaw has a part efficiency of 125%. This not only fully replaces the functionality of a normal jaw - when coupled with the jaw body part having a [[Talking]] importance of ???? and a [[Eating]] importance of ???%, it results in both {{Good|125%}} in both capacities.  &lt;br /&gt;
&lt;br /&gt;
These capacities, in turn, affects the following [[stats]]: {{#ask: [[Talking Importance::+]] OR [[Eating Importance::+]]|sort = Name}}. Note however, that as of the time of writing{{Check Tag|When?|Theres not a release number yet}} no stat is improved by a Talking capacity above 100%, and only one stat is dependent on eating - namely [[Eating Speed]]. However, a bonus will provide a buffer against stat and capacity penalties from other sources.&lt;br /&gt;
&lt;br /&gt;
It also removes the [[Disfigured]] condition from pawns missing a jaw.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing}}&lt;br /&gt;
A bionic jaws combines well with a [[joywire]] for dedicated wardens. It cancels the penalty to talking and eating from lowered consciousness. This combination can help take advantage of Moral Guides from secondary [[ideoligions]] without having to worry about their mood. However, bionic jaws will not nullify the effect of the joywire on [[manipulation]] and [[moving]], greatly penalizing most other types of work and combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
The only type of work requiring good talking is animal handling. However, the relevant stats, Tame Animal Chance and Train Animal Chance both allow for a maximum 20% defect to talking, making the bionic jaw unnecessary.&lt;br /&gt;
&lt;br /&gt;
For any other pawn, there is very little benefit from having a bionic jaw over a natural jaw.&lt;br /&gt;
&lt;br /&gt;
For pawns with a missing jaw, then the bionic jaw must be compared to a [[denture]]. A denture is virtually free, except for the medicine used to install it. However, pawns with dentures remain [[disfigured]], which worsen the opinion that most other pawns have of them. A bionic jaw will remove the disfigurement.&lt;br /&gt;
&lt;br /&gt;
For the purpose of [[wealth management]], a pawn with a denture will have a wealth value around 30% lower compared to the same pawn with a natural jaw. With a bionic jaw, the same pawn will have a value increased by 785 silvers. A denture is therefore a much better choice for the purpose of wealth management.&lt;br /&gt;
&lt;br /&gt;
The increase to eating will allow a pawn to eat and to consume several types of food by about 23.75%. However, since a pawn spends only a tiny amount of time eating everyday, the benefit of this is negligible.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=147140</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=147140"/>
		<updated>2024-06-28T16:52:40Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Skills#Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. All mood-based mental breaks for non-inhumanized pawns are replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus?}}&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullifies all opinions of others.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} Animals skill&lt;br /&gt;
* {{Bad|-12}} Artistic skill&lt;br /&gt;
* {{Bad|-12}} Social skill&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifies a large number of [[thoughts]]&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
* Enables void [[Psyfocus#Meditation|meditation focus]].&lt;br /&gt;
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Analyis ==&lt;br /&gt;
{{Stub|section=1|reason=Worthy of analysis given the effects it has on colony function and wehther you want it on every pawn, any at all, when to get it, etc.}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=147139</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=147139"/>
		<updated>2024-06-28T16:48:11Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Effects */  Rephrasing for clarity. Inhumanized pawns be instructed to romance other pawns in the social tab and it does possibly lead to a relationship. .&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Skills#Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. All mood-based mental breaks for non-inhumanized pawns are replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus?}}&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullify all opinions of others.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} Animals skill&lt;br /&gt;
* {{Bad|-12}} Artistic skill&lt;br /&gt;
* {{Bad|-12}} Social skill&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifying a large amount of [[thoughts]]&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Analyis ==&lt;br /&gt;
{{Stub|section=1|reason=Worthy of analysis given the effects it has on colony function and wehther you want it on every pawn, any at all, when to get it, etc.}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_jaw&amp;diff=147100</id>
		<title>Bionic jaw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_jaw&amp;diff=147100"/>
		<updated>2024-06-27T21:45:23Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when 1.5 goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Bionic jaw&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An artificial jaw replacement. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.&lt;br /&gt;
| body part = Jaw]&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| damage type = Blunt&lt;br /&gt;
| mass = 5&lt;br /&gt;
| marketvalue = 1030&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| &lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''bionic jaw''' is an [[artificial body part]] that acts as a replacement for a pawn's natural jaw, increasing the [[Talking]] and [[Eating]] capacities.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here, }}&lt;br /&gt;
Bionic jaws replace the user's organic jaw. The bionic jaw has a part efficiency of 125%. This not only fully replaces the functionality of a normal jaw - when coupled with the jaw body part having a [[Talking]] importance of ???? and a [[Eating]] importance of ???%, it results in both {{Good|125%}} in both capacities.  &lt;br /&gt;
&lt;br /&gt;
These capacities, in turn, affects the following [[stats]]: {{#ask: [[Talking Importance::+]] OR [[Eating Importance::+]]|sort = Name}}. Note however, that as of the time of writing{{Check Tag|When?|Theres not a release number yet}} no stat is improved by a Talking capacity above 100%, and only one stat is dependant on eating - namely [[Eating Speed]]. However, a bonus will provide a buffer against stat and capacity penalties from other sources.&lt;br /&gt;
&lt;br /&gt;
It also removes the [[Disfigured]] condition from pawns missing a jaw.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing}}&lt;br /&gt;
Bionic jaws combines well with the [[joywire]]. It cancels the penalty to talking from lower consciousness. This combination can help take advantage of Moral Guides from secondary [[ideoligions]] without having to worry about their mood. On another hand, it will not cancel the penalty to [[Moving]], [[manipulation]] and [[eating]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pigskins&amp;diff=146624</id>
		<title>Pigskins</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pigskins&amp;diff=146624"/>
		<updated>2024-06-21T17:50:05Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */  Turns out only conceited counts have food restrictions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
[[File:PigskinXenotype.png|frameless|right]]&lt;br /&gt;
{{About|the [[xenotype]]|the [[textile]]|pigskin}}&lt;br /&gt;
'''Pigskins''' are a [[Xenotypes|xenotype]], genetically engineered for their organs.&lt;br /&gt;
&lt;br /&gt;
== Lore == &lt;br /&gt;
Human-pig hybrids, Pigskins were initially created for organ-harvesting operations by a long-gone government that was uncomfortable with the thought of exploiting baseliners. However, they found success in their attempt to merge human DNA with that of a pig - to make easier transplantable organs such as hearts and lungs - creating a more humanlike being than anticipated. &lt;br /&gt;
&lt;br /&gt;
They retain similar characteristics to baseliners; capable of speech, tool usage and bipedal movement. However, they do maintain piglike elements. Pigskins have a robust digestive system and can eat almost anything without getting sick, however, a notable drawback of the xenotype is their trotter-shaped hands that make it more difficult to manipulate tools and objects and their nearsightedness results in their preference for close-range - or explosive - weaponry. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a pigskin. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|pigskin}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In-game, pigskins are not in any way related to [[pig]]s. They don't mind wearing [[pigskin]] clothes or eating [[meat|pork]], nor do they produce either when butchered.&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Pigskins have a gene complexity of 16[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a {{--|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of {{Bad|x125%}}.&lt;br /&gt;
&lt;br /&gt;
All pigskins have these [[germline gene]]s:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene NosePig.png|64|Pig nose|Genes#Pig nose}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HandsTrotter.png|64|Trotter hands|Genes#Trotter hands}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Nearsighted.png|64|Nearsighted|Genes#Nearsighted}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene StrongStomach.png|64|Strong stomach|Genes#Strong stomach}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene RobustDigestion.png|64|Robust digestion|Genes#Robust digestion}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PainReduced.png|64|Reduced pain|Genes#Reduced pain}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene StrongImmunity.png|64|Strong immunity|Genes#Strong immunity}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Pig nose|Pig nose]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Trotter hands|Trotter hands]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Nearsighted|Nearsighted]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Strong stomach|Strong stomach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Robust digestion|Robust digestion]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Reduced pain|Reduced pain]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Strong immunity|Strong immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene EarPig.png|64|Pig ears|Genes#Pig ears}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BodyHulk.png|64|Hulk body|Genes#Hulk body}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BodyFat.png|64|Fat body|Genes#Fat body}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene VoicePig.png|64|Pig voice|Genes#Pig voice}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Pig ears|Pig ears]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Hulk body|Hulk body]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Fat body|Fat body]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Pig voice|Pig voice]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorCooking.png|64|Poor cooking|Genes#Poor cooking}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Poor cooking|Poor cooking]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rough pig unions ==&lt;br /&gt;
Pigskins congregate and usually form factions known as the rough pig union. Essentially, a loose alliance of rugged pigskin townships that prefer to interact with their own kind - but, have been known to make friends with 'thinsnouts'. However, they're far more ready to toss a bomb and gnaw human gristle when it suits them, which is their general approach unless one cosies up to them. Earn their respect, and they'd be a worthwhile ally, reading to offer a trotter to those they think of as friends.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Pigskins are formidable opponents. Thanks to [[Genes#Reduced pain|reduced pain]], pigskins require twice as much damage to be [[downed]] from [[pain shock]] - the most common way to disable a pawn through combat. Rough pigskin unions often use a combination of [[shotgun]]s, [[grenades]], and melee weapons to make up for their nearsightedness. While not as tough as a [[neanderthal]], pigskins move as fast as a baseliner and have access to industrial technology.&lt;br /&gt;
&lt;br /&gt;
As colonists, pigskins come with a few quirks. Trotter hands reduces [[Manipulation]], meaning pigskins are 85% as fast at doing most work. Nearsighted means an accuracy penalty when shooting from 26 tiles or more. And they eat more food than a baseliner. In return, pigskins can eat raw food safely, are resistant to disease, and have reduced pain. &lt;br /&gt;
&lt;br /&gt;
Early on, both [[food poisoning]] and disease can be major setbacks. Their traits are also useful in a [[caravan]]. But in an established colony, the negatives will often outweigh the benefits. Yet the negatives are tolerable. You shouldn't reject an otherwise good colonist just for being a pigskin. Like with the rough pig union, colonist pigskins are most effective wielding shotguns, grenades, melee, or [[launcher]]s, which all circumvent the nearsighted gene.&lt;br /&gt;
&lt;br /&gt;
Despite their lower metabolic efficiency and manipulation, pigskins only require 75% the plant level of an otherwise identical baseliner to sustain themselves by [[Caravan#Foraging|foraging]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
Some of the more valuable genes pigskins have to [[gene extractor|extract]] are:&lt;br /&gt;
* [[Genes#Strong stomach|Strong stomach]] - Full immunity to [[food poisoning]], which is still possible (if rare) even with the best cooks.&lt;br /&gt;
* [[Genes#Strong immunity|Strong immunity]] - 110% immunity can be helpful to save on medicine and potentially save lives. Even when medicine is no longer an issue, this gene helps pawns recover from disease faster.&lt;br /&gt;
* [[Genes#Nearsighted|Nearsighted]] - Can be installed on [[brawler]]s, melee fighters, noncombatants, and anyone using a ranged weapon with a range under 26 tiles without penalty, giving a boost to metabolic efficiency. For a full list of unaffected ranged weapons, see {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
* [[Genes#Robust digestion|Robust digestion]] - Increasing the nutrition from raw meat by 80% is key to sustaining a large number of [[Ghoul|ghouls]]{{AnomalyIcon}}. &lt;br /&gt;
* [[Genes#Poor cooking|Poor cooking]] - Since most pawns don't need to cook, it's an easy way to gain 1 point of metabolic efficiency. Furthermore, given high enough [[manipulation]], a level 16 cook can reach the maximum [[Butchery Efficiency]] and [[Cooking Speed]] and the minimum [[Food Poison Chance]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Adjust prevalence of nicknames among pigskins.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:PigskinXenotype.png]]}}&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=146622</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=146622"/>
		<updated>2024-06-21T16:53:43Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Trauma savant */  added method to damage brain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Alzheimer's at age 34.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a bad back at age 41.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a cataract at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get frail at age 51.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get an artery blockage at age 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get hearing loss at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Genes#Bloodfeeder|Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Male humans can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy.{{BiotechIcon}} It is currently unknown if there are other sources or if female humans can be affected.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.&lt;br /&gt;
* Other than transplantation, only healer mech serum and resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]], in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potential still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty and makes a pawn incapable of everything but combat, dumb labor, animal work and doctoring (without cheering up patients). Can generate on [[cultist]] raiders or be deliberately induced via a ritual.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
:{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 0 || style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 5.00% || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 4.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 2.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 1.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0.25%&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 0.15%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-20 || align=&amp;quot;center&amp;quot; | 0.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. &lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].&lt;br /&gt;
&lt;br /&gt;
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling Mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[Healer mech serum]] so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable.{{Check Tag|ResMech?|Do Resurrection Mech Serums heal it as well, if the brain is destroyed? If so, can it cure it even in crumbled mind? Crumbled mind is tagged as &amp;quot;everCurableByItem false&amp;quot;, but resmechs on destroyed brains do typically restore them to pristine condition, rather than directly healing injuries, so it may bypass that.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable_of_work_types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-50% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 50-60% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 60-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=146324</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=146324"/>
		<updated>2024-06-10T18:27:18Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Trauma savant */ Correcting trauma savant chance. Adding more details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Alzheimer's at age 34.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a bad back at age 41.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a cataract at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get frail at age 51.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get an artery blockage at age 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get hearing loss at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Genes#Bloodfeeder|Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Male humans can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy.{{BiotechIcon}} It is currently unknown if there are other sources or if female humans can be affected.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.&lt;br /&gt;
* Other than transplantation, only healer mech serum and resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Note that while trauma savant does negate the [[consciousness]] penalty from all brain damage (even from scars that didn't cause savant to appear), it does not negate the missing health, or the potential pain from the scar. To treat those problems, you must treat the brain damage itself. It also won't prevent loss of consciousness from other conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability if no other medical condition is present. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty and makes a pawn incapable of everything but combat, dumb labor, animal work and doctoring (without cheering up patients). Can generate on [[cultist]] raiders or be deliberately induced via a ritual.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
:{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 0 || style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 5.00% || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 4.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 2.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 1.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0.25%&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 0.15%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-20 || align=&amp;quot;center&amp;quot; | 0.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. &lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].&lt;br /&gt;
&lt;br /&gt;
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-50% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 50-60% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 60-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=146216</id>
		<title>Electroharvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=146216"/>
		<updated>2024-06-04T14:48:29Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Electroharvester &lt;br /&gt;
| image = Electroharvester south.png&lt;br /&gt;
| description = An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity.  The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it.&amp;lt;br&amp;gt;Larger entities produce more power.  However, electroharvesting agitates entities, making them more likely to escape.&amp;lt;br&amp;gt;An electroharvester can link to up to four platforms.  However, each holding platform can support only one electroharvester.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Requires 50 steel, 25 bioferrite, and one component.  Requires the Electroharvester research, a basic dark research.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester. The Electroharvester reduces the [[Containment|containment]] strength of all connected platforms by -25.  Additionally, it significantly increases the activity gain of connected entities. For example, a [[nociosphere]] normally gains 10% activity per day, but this jumps up to a whopping 25% when an electroharvester is attached. While this can be situationally useful, it also dramatically increases the risk of catastrophic failure.&lt;br /&gt;
&lt;br /&gt;
A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable. Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.&lt;br /&gt;
&lt;br /&gt;
Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength. It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly increase the Escape interval of an entity, which is influenced by movement of a pawn. If the brain HP falls below 30%, the entity will become incapacitated, completely nullifying the escape risks. At this point, it should ideally be relocated to a different containment cell where only its bioferrite can be harvested forever without risk.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The electroharvester provides a cheap early-game building for colonies to consistently generate power utilizing void entities. Reasonable setups where a single electroharvester is connected to 6 containment pads holding [[Sightstealer|Sightstealers]], [[Shambler|Shamblers]], and [[Gorehulk|Gorehulks]] can match or surpass the power generation of the [[Chemfuel_powered_generator|Chemfuel]] and [[Wood-fired_generator|Wood]] generators. Compared to [[Solar_generator|Solar]] and [[Wind_turbine|Wind]] generators, the Electroharvester is cheaper, and is unaffected by light or wind levels, but will generally offer less overall power unless connected to large body size entities such as Gorehulks or [[Chimera|Chimeras]].&lt;br /&gt;
&lt;br /&gt;
The [[Bioferrite generator]] can be seen as a direct lategame upgrade to the Electroharvester, although it consumes 6 bioferrite per day as fuel, which may be a burden on colonies with smaller harvesting setups or frequent void rituals. It is possible to use an electroharvester in conjunction with a Bioferrite generator- they are not mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The wounds inflicted by the Electroharvester can provide consistent and risk-free opportunities for pawns to train up their medicine skill.&lt;br /&gt;
&lt;br /&gt;
Production rates of [[Twisted_meat|Twisted Meat]] from [[Fleshmass_nucleus|fleshmas nuclei]] rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=146209</id>
		<title>Nerve spiker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=146209"/>
		<updated>2024-06-04T04:31:08Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */  smelting for bioferrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Nerve spiker &lt;br /&gt;
| image = Nerve spiker.png  &lt;br /&gt;
| description = A crossbow-like device that throws rough spikes embedded with a paralytic biotoxin. Low damage, but it stuns non-mechanoid targets. Large targets are more resistant to the biotoxin and will be stunned for less time.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| damage = 11&lt;br /&gt;
| damage type = Nerve&lt;br /&gt;
| armorPenetration = 16&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| accuracyTouch = 70&lt;br /&gt;
| accuracyShort = 78&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 35&lt;br /&gt;
| accuracyAvg = 62&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 87&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 44&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Bioferrite shaping&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 1.3&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = NerveSpiker&lt;br /&gt;
| tradeTags = HoraxWeapon&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| thingCategories = WeaponsRanged&lt;br /&gt;
}}&lt;br /&gt;
'''Nerve spikers''' are [[ranged weapon]]s added by the [[Anomaly DLC]] that deal low {{DPS}} but stun organic targets on hit.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=|reason=Details- how long is stun  does it provides every time, define living target eyc}}&lt;br /&gt;
The nerve spiker is a crossbow like weapon that stuns living targets on hit.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?}}&lt;br /&gt;
The Nerve Spiker has a pretty low rate of fire and performs poorly at middle and long range. This makes it good especially in close combat fights and for hunting. It can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. The stun time is between 1 and 4 seconds, dependent on the body size. The target is only adapted after being hit for a short time. &lt;br /&gt;
&lt;br /&gt;
[[Electric smelter|Smelting]] Nerve Spikers yields {{Icon Small|bioferrite}} 10 [[bioferrite]] each. This makes cultist raids a decent source of the material.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=141878</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=141878"/>
		<updated>2024-02-08T21:15:01Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Aptitudes */  Great aptitude adds passion even when overridden.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are not immune to pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in [[caravan]] have this gene, they don't need to stop at night.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by lower aptitude gene, passion from great aptitude gene is added anyway. If overridden by awful aptitude gene, the passion from great aptitude gene is added after the awful gene removes all passion. This results is exactly one level of passion for the skill regardless of the pawn's natural passion level.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for ''all'' drugs: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_eye&amp;diff=140787</id>
		<title>Bionic eye</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_eye&amp;diff=140787"/>
		<updated>2024-01-09T22:43:46Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */ Blindsight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic eye&lt;br /&gt;
| image = Health item bionic.png|Bionic eye&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An advanced artificial eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.&lt;br /&gt;
| class = &lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass = 0.3&lt;br /&gt;
| marketvalue = 1030&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''Bionic eye''' is an artificial eye that improves sight.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic eyes 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;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bionic eyes replace natural eyes. Bionic eyes have a 125% efficiency, which results in a {{+|25%}} improvement to [[Sight]] if two are installed.&lt;br /&gt;
&lt;br /&gt;
However, the game places 75% weighting on the more capable eye for the purposes of sight. Installing the first bionic eye on a healthy pawn would increase sight by {{+|18.75%}}, while the second would provide a {{+|6.25%}} increase.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Bionic eyes can repair damaged sight, and augment normal sight for healthy pawns. There are no prosthetic eyes - bionic eyes are the first replacement for a damaged natural eye, and eyes are easily scarred. Before Bionics are researched, getting an eye from a [[trader]] is your best bet, unless you chance upon a [[healer mech serum]] or rush for a [[biosculpter pod]]{{IdeologyIcon}}.  &lt;br /&gt;
&lt;br /&gt;
''Damaged'' sight reduces [[general labor speed]] and a wide variety of other stats, slowing virtually any task a pawn can do. Improving Sight past 100% boosts: [[Shooting Accuracy]] &amp;amp; [[Melee Hit Chance]], [[Melee Dodge Chance]], [[Medical Tend Quality]], and [[Cooking Speed]]. Sight up to 110% also provides a slight boost to [[Research Speed]] and [[Hacking Speed]]. A bionic eye is roughly equal to +2 levels of Shooting or Melee, with a bonus for melee dodge chance.&lt;br /&gt;
&lt;br /&gt;
Prioritize replacing damaged eyes first, then getting a single bionic eye on healthy colonists, then potentially getting a second eye per colonist. [[Archotech eye]]s are a trader/quest -only upgrade, and should be installed in the same order. &lt;br /&gt;
&lt;br /&gt;
Compared to other bionic parts, the penalty for lost sight is so widespread that bionic eyes should be prioritized on anyone (reasonably important) with damaged/missing eyes. On a healthy pawn, eyes are better for combat, while arms and legs are better for work speed. Legs may also be better in combat if you rely on [[kiting]] tactics, allowing you to reliably outrun many types of enemies. Which bionic should be installed first depends on playstyle, personal preference, and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
With the [[blindsight]] meme, bionic eyes can be used to restore a pawn's sight. This allows the pawn to repeat the blinding ritual. Each blinding ritual has a chance to give them a psylink level. Only one bionic eye is required to enable a blinding ritual. At 100% ritual quality, there is a 50% chance to gain a psylink level. This means on average 2 bionic eyes will be spent per psylink level.&lt;br /&gt;
&lt;br /&gt;
{{Sight Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
As with all bionics, it will give a mood buff to anyone with the [[body modder]] trait and a heavy penalty to any colonist who is a [[body purist]]. They are a strong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Installed bionic eyes.png|Bionic eyes when installed on pawns&lt;br /&gt;
Bionic eye south.png|The texture for an installed bionic eye, south-facing &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* Beta 19  - Received a nerf to efficiency but is now craftable.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawn texture added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genepack&amp;diff=139872</id>
		<title>Genepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genepack&amp;diff=139872"/>
		<updated>2023-12-26T01:25:46Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */ Caravans will prevent deterioration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Genepack&lt;br /&gt;
| image = Genepack b.png&lt;br /&gt;
| type = Exotic Items&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A small capsule containing a package of genetic information. To use a genepack, it must be placed in a gene bank near a gene assembler and combined into an implantable xenogerm.&lt;br /&gt;
If not kept in a powered gene bank, this genepack will slowly deteriorate.&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| flammability = 0.0&lt;br /&gt;
| marketvalue  = 100&lt;br /&gt;
| defName = genepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Genepacks''' are used for storing [[genes|xenogenes]]. An essential part of a genetics laboratory, they are useless on their own.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Despite &amp;quot;full gene combination&amp;quot; being an [[Lore#Tech_levels|ultratech]] technology, they are acquirable in an early-industrial colony. See [[research]] for details.&lt;br /&gt;
&lt;br /&gt;
Genepacks are produced by placing any [[xenotypes|xenohuman]] into a [[gene extractor]]. The resulting genepack will randomly contain between 1 and 4 of the subject's genes. They can also be acquired from [[trading|traders]] and as [[quest]] rewards.&lt;br /&gt;
&lt;br /&gt;
Genepacks purchased from traders or earned from quests may contain exactly one [[Genes#Archite|archite gene]]. The archite gene will always generate with 1 or 2 random xenogenes, making it impossible to acquire an isolated archite gene.&lt;br /&gt;
&lt;br /&gt;
Generated genepacks will always have one of these configurations:&lt;br /&gt;
* 1 Xenogene, 66% chance&lt;br /&gt;
* 2 Xenogenes, 20% chance&lt;br /&gt;
* 3 Xenogenes, 5% chance&lt;br /&gt;
* 4 Xenogenes, 2% chance&lt;br /&gt;
* 1 Archite, 1 Xenogene, 5% chance&lt;br /&gt;
* 1 Archite, 2 Xenogenes, 2% chance&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=General also market value generally and for specific genes with the modifier such as [[Genes#Fire spew|Fire spew]]}}&lt;br /&gt;
[[File:Auto Load Genepack.png|64px|thumb|left|Gizmo to toggle genepack loading]]&lt;br /&gt;
Genepacks each contain between 1 and 4 [[genes]], as shown by the number of blue bars on the texture. They will constantly deteriorate at a rate of 5/day, even in storage, unless placed in a [[gene bank]].  Genepacks have an auto load toggle displayed when selected. When off, the genepack will not be taken to a gene bank.&lt;br /&gt;
&lt;br /&gt;
Players can sell genepacks currently inside gene banks. The bank must be within the beacon's radius for trading with ships.&lt;br /&gt;
Genepacks have a base market value of $100. This is then altered based on two additional factors: the number of genes inside the pack (more genes actually reduce the final market value), and the specific genes (some, like [[Genes#Special_abilities|Fire Spew]], are worth more money).&amp;lt;br&amp;gt;1 gene: x300%, 2 genes: x250%, 3 genes: x200%, 4 genes: x150%&lt;br /&gt;
&lt;br /&gt;
While inside a gene bank, the genes contained in a genepack will be accessible for recombination through a connected [[gene assembler]]. The genepacks are '''not''' consumed in the process.&amp;lt;br&amp;gt;Choosing what genes to add to a [[xenogerm]] is done on a genepack-by-genepack basis: you can't add only some of the genes inside a given pack. This gives single-gene packs an advantage in flexibility.&lt;br /&gt;
&lt;br /&gt;
You cannot alter the amount of genes in a genepack in any way.&lt;br /&gt;
&lt;br /&gt;
Genepacks always contain xenogenes, even if they were extracted from somebody with exotic germline genes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason = Comparison between genepacks that contain one gene, against genepacks that contain multiple}}&lt;br /&gt;
Without a [[gene bank]], genepacks will normally deteriorate. It takes 20 days{{Check Tag|Verify|Based on 5 hp/day and 100 base hp. Not actually tested in-game.}} for a genepack's health to fully deplete. Therefore, acquiring genes too soon before researching and constructing the necessary facilities can be problematic. Note that genepacks kept in the inventory of a caravan will also not deteriorate.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
genepack b.png|Genepack with 1 gene&lt;br /&gt;
genepack c.png|Genepack with 2 genes&lt;br /&gt;
genepack d.png|Genepack with 3 genes&lt;br /&gt;
genepack e.png|Genepack with 4 genes&lt;br /&gt;
genepack f.png|Genepack with an [[Genes#Archite|Archite]] gene&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Empty genepacks can be extracted.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Players can sell genepacks currently inside gene banks. The bank must be within the beacon's radius for trading with ships. Identical genepacks can stack in the trade dialog. Increased frequency of genepacks in [[quest]] rewards. Added an auto load toggle for genepacks. When off, the genepack will not be taken to a gene bank.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_heart&amp;diff=138909</id>
		<title>Bionic heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_heart&amp;diff=138909"/>
		<updated>2023-11-30T05:54:55Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */  Turns out I was wrong. The detoxifier Lung is also profitable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic heart&lt;br /&gt;
| image = Health item bionic.png|Bionic heart&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An advanced artificial heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.&lt;br /&gt;
| class = &lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| marketvalue = 1030&lt;br /&gt;
| hp = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
}}&lt;br /&gt;
The '''bionic heart''' is an [[artificial body part]] that replaces the [[heart]] and improves [[blood pumping]], giving a small boost to a wide range of stats and tasks.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic hearts 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;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The bionic heart replaces an organic heart and has a part efficiency of 125%, which improves [[blood pumping]] by {{+|25%}}. This increases the [[Rest Rate Multiplier]] by about {{+|8%}}, and [[Moving]] by {{Good|x105%}}. The Moving boost is a multiplier, rather than added on, so it further improves other movement increases. For example, 125% Moving, reached with 2 [[bionic leg]]s, will be increased to 131% (125% * 1.05) rather than 130% (125% + 5%). Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. For further details, see those pages.&lt;br /&gt;
&lt;br /&gt;
Artificial hearts are also immune to [[heart attack]]s and [[artery blockage]]s, preventing future cases and curing existing ones.&lt;br /&gt;
&lt;br /&gt;
By installing a bionic heart, the pawn's natural [[heart]], if perfectly healthy, is harvested without a penalty. This organic heart can then be sold or stored for later use.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance {{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like [[bionic stomach]]s, bionic hearts are of less obvious importance than [[bionic leg]]s, [[bionic arm|arms]] or [[Bionic eye|eyes]] due to its less impactful stat boosts. Even though the bonuses are small, faster sleep and movement help improve the productivity of a colonist. The movement speed in particular can make a difference when fleeing animals or mechanoids, and can be installed after legs. The bionic heart also stops and prevents [[heart attack]]s, which makes it very useful for [[wake-up]] users or old people, especially if they already have an artery blockage.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[prosthetic heart]] or a natural, biological heart, there is not a 25% chance of instant death in the event of failed installation. This makes it significantly safer to install. It also only requires a medical skill of 5 compared to the organic heart's 8. The prosthetic is lower still, requiring only 4.&lt;br /&gt;
&lt;br /&gt;
Installing a bionic heart on a healthy patient grants a [[Heart|natural heart]], worth {{Icon Small|silver|16|1200}}. This is more than the bionic heart, worth {{Icon Small|silver|16|1030}}. This means the surgery is theoretically profitable. Along with [[Detoxifier_lung|Detoxifier lungs]]{{BiotechIcon}}, Bionic hearts are the only artificial part which has a lower market value than their natural counterpart while also being strictly superior to their natural counterpart.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pain&amp;diff=138900</id>
		<title>Pain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pain&amp;diff=138900"/>
		<updated>2023-11-28T18:00:10Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: wimp used to get incapacited at 20% pain, but now it's 30%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{stub|reason=Needs detailed numbers on stat penalties. Psycasting}} &lt;br /&gt;
{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How much pain a person feels.&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:''Main Article: [[Pain]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Most biological creatures including [[colonist]]s, [[raider]]s, and [[animals]] feel pain caused by [[Injury|injuries]].  A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.{{Check Tag|Detail Needed|What percentage ranges do those names correlate to?}} Even a little pain causes unhappy [[Thoughts list|thoughts]]. Once pain passes 10%, it'll start to have an effect on [[consciousness]]. If a pawn's pain level meets or exceeds their [[Pain Shock Threshold]] they'll go into [[Injury#Shock|shock]], unable to move. Pawns with the [[Wimp]] trait will be incapacitated with only minor pain of 30%.&lt;br /&gt;
&lt;br /&gt;
Most pain is temporary, but [[Injury#Scarring|scars]] and certain [[disease]]s can cause long-term pain.  A [[painstopper]] implant or the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}} will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the [[Masochist]] trait or an ideoligion with the [[Ideoligion#Pain|Pain: Idealized]] precept{{IdeologyIcon}} get a mood ''bonus'' from pain instead of a penalty, so it's usually better to leave them alone.&lt;br /&gt;
&lt;br /&gt;
Injuries to the [[Artificial body parts|artificial parts]] do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain / healthFactor&amp;lt;/code&amp;gt; for pawns with a healthFactor other than 1.0 (like [[grizzly bear]]s and other large animals).  Humans have a healthFactor of 1.0, so this doesn't impact humans&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain * painFactor&amp;lt;/code&amp;gt; from health conditions which alter pain.  This includes pain-reducing drugs like [[flake]] and [[yayo]] as well as anesthetic used during operations&lt;br /&gt;
&lt;br /&gt;
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type.  For example:&lt;br /&gt;
*30 burn damage causes 30 damage &amp;amp;times; 0.01875 pain per severity = 56.25% pain&lt;br /&gt;
*30 cut damage causes 30 damage &amp;amp;times; 0.0125 pain per severity =  37.5% pain&lt;br /&gt;
&lt;br /&gt;
For the complete table of pain vs damage, see [[Health Difficulties]]&lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
Pain creates moodlets of different values at 4 stages depending on pain severity.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_10 text-center}}&lt;br /&gt;
! Level !! Required Pain % !! Mood Penalty&amp;lt;br&amp;gt;(Default) !! Mood Buff&amp;lt;br&amp;gt;([[Masochist]]) !! Mood Buff&amp;lt;br&amp;gt;([[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}) &lt;br /&gt;
|-&lt;br /&gt;
! Minor&lt;br /&gt;
|  1% || {{--|5}} || {{+|5}} || {{+|3}}&lt;br /&gt;
|-&lt;br /&gt;
! Serious&lt;br /&gt;
| 15% || {{--|10}} || {{+|10}} || {{+|5}}&lt;br /&gt;
|-&lt;br /&gt;
! Intense&lt;br /&gt;
| 40% || {{--|15}} || {{+|15}} || {{+|7}} &lt;br /&gt;
|-&lt;br /&gt;
! Mind-shattering&lt;br /&gt;
| 80% || {{--|20}} || {{+|20}} || {{+|9}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A standard pawn will go down upon reaching mind-shattering pain.&amp;lt;br&amp;gt;&lt;br /&gt;
Pain inflicts a [[consciousness]] penalty that scales with the pain percentage after exceeding 10%. It conforms to the following equation:&lt;br /&gt;
&amp;lt;code&amp;gt;IF Pain[%] &amp;lt;= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]&amp;lt;/code&amp;gt; For example, 15% pain is 0.15 - 0.1 = 0.05 / 2.25 = 0.02 or 2% consciousness loss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=400|height=100|type=line| xAxisTitle = Pain (%) | yAxisTitle = Consciousness Penalty (%)|x=0,10, 100|y=0, 0, -40|xAxisMin = 0 |  xAxisMax = 100|  yAxisMin = -40 | yAxisMax = 0 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===  Factors ===&lt;br /&gt;
{{Stub|section=1|reason=Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.}}&lt;br /&gt;
==== Base factors ====&lt;br /&gt;
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.&lt;br /&gt;
&lt;br /&gt;
* [[Painstopper]]: '''×0%'''&lt;br /&gt;
* [[Persona_weapon#Painless|Painless]] persona trait {{RoyaltyIcon}}: '''×0%'''&lt;br /&gt;
* [[Go-juice]]: &lt;br /&gt;
** High: '''×10%'''&lt;br /&gt;
** Withdrawal: '''×300%'''&lt;br /&gt;
* [[Psycasts#Painblock|Painblock]] psycast: {{RoyaltyIcon}} '''×10%'''&lt;br /&gt;
* [[Yayo]]: &lt;br /&gt;
** High: '''×50%'''&lt;br /&gt;
* [[Luciferium]]: &lt;br /&gt;
** High: '''×80%'''&lt;br /&gt;
* [[Psychite tea]]: &lt;br /&gt;
** High: '''×90%'''&lt;br /&gt;
* [[Beer]]: (See also [[#Offsets|Offsets]])&lt;br /&gt;
** Warm: '''×90%'''&lt;br /&gt;
** Tipsy: '''×80%'''&lt;br /&gt;
** Drunk: '''×50%'''&lt;br /&gt;
** Hammerred: '''×30%'''&lt;br /&gt;
** Blackout: '''×10%'''&lt;br /&gt;
&lt;br /&gt;
==== Offsets ====&lt;br /&gt;
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.&lt;br /&gt;
&lt;br /&gt;
* [[Mindscrew]]: {{++|20%}}&lt;br /&gt;
* [[Sensory mechanites]]:&lt;br /&gt;
** Mild pain: {{++|20%}}&lt;br /&gt;
** Intense pain: {{++|60%}}&lt;br /&gt;
* [[Blood rot]]:&lt;br /&gt;
** Extreme: {{++|5%}}&lt;br /&gt;
* [[Fibrous mechanites]]:&lt;br /&gt;
** Mild pain: {{++|20%}}&lt;br /&gt;
** Intense pain: {{++|60%}}&lt;br /&gt;
* [[Muscle parasites]]: {{++|20%}}&lt;br /&gt;
* [[Gut worms]]: {{++|20%}}{{Check Tag|Verify|Disagrees with Gut worms page, but drawn from game files. Needs verification and the incorrect page fixed}}&lt;br /&gt;
* [[Malaria]]:&lt;br /&gt;
** Major: {{++|30%}}&lt;br /&gt;
** Extreme: {{++|30%}}&lt;br /&gt;
* [[Luciferium]]: &lt;br /&gt;
** Withdrawal: {{++|40%}}&lt;br /&gt;
* [[Beer]]: (See also [[#Factors|Factors]])&lt;br /&gt;
** Blackout: {{++|5%}}&lt;br /&gt;
* [[Smokeleaf joint|Stoned on smokeleaf]]: {{---|20%}}&lt;br /&gt;
* [[Torture crown]]:{{IdeologyIcon}} {{++|5%}}&lt;br /&gt;
* [[Tox gas]]:{{BiotechIcon}}&lt;br /&gt;
** Mild: {{++|10%}}&lt;br /&gt;
** Moderate: {{++|15%}}&lt;br /&gt;
** Severe: {{++|25%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] -  Added. Pain level is tracked. A character in too much pain will become incapacitated.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=138899</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=138899"/>
		<updated>2023-11-28T18:18:04Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Prevention */  Can be completely prevented with the perfect immunity gene&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Infection''' is a very quick disease that can be contracted from open wounds.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Infections can occur on most wounds. It is the fastest working illness in RimWorld, taking little more than a day to kill the victim if left untended. Animals can also contract infections, though at a reduced chance, which move just as fast.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple infections simultaneously across different body parts. Each infection progresses at its own rate, while immunity against infections progresses at the same rate across the whole body. If the patient can become immune before the worst infection reaches 100%, that now-immune patient has beaten ''all'' their infections.&lt;br /&gt;
&lt;br /&gt;
If untreated, '''the patient loses this race in less than a day and a half''', so any infection needs to be treated immediately and constantly. A pawn with 100% [[Immunity Gain Speed]] will become immune in around 1.5 days.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
Any cut, bite, burn or frostbite has a chance to become infected; blunt traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger). The chance of a pawn getting an infection depends on the wound type and various other factors:&lt;br /&gt;
*Bite, burn or frostbite wounds have a 25% chance.&lt;br /&gt;
*Most other bleeding wounds have a 10% chance.&lt;br /&gt;
*Bruises, cracks or missing parts cannot be infected.&lt;br /&gt;
*Colonists are more likely to get wound infections at higher [[difficulty|difficulties]].&lt;br /&gt;
Treated wounds can still get infected, at a reduced chance. The multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality. Animals have 20% of a colonist's chance to get an infection. Cleaner rooms further reduce the chance of infection. A regular room without any dirt has a 50% multiplier, a clean room with [[sterile tile]]s has a 32% multiplier, while caravans and outdoor spaces have are 100%.&lt;br /&gt;
&lt;br /&gt;
When a colonist has an infectable wound, the game will count down randomly from {{ticks|15000}} to {{ticks|45000}}. Once it reaches this timer, it will decide if the wound will be infected. Once an infection sets in, it ''immediately'' becomes a life-or-[[death]] race between the infection rates vs. the patient's immunity progression; the first to a value of 1.00 (100%) &amp;quot;wins&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
The [[Gene#Perfect immunity|Perfect immunity gene]] {{BiotechIcon}} will completely prevent infections. However, creating a [[xenogerm]] with it requires an [[archite capsule]], so modifying every pawn with it is expensive. For pawns without the gene, the chances of infection can be severely reduced. Make sure to tend to people/animals quickly, in a clean/sterile environment. Any constructed [[floors|floor]] is better than dirt, and [[Sterile tile|sterile tiles]] are better than generic floors. You should also have pawns [[Orders#Clean|clean]] the room in question. See [[Room_stats#Cleanliness|cleanliness]] for more details.&lt;br /&gt;
&lt;br /&gt;
A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
====Minor====&lt;br /&gt;
*+5% Pain&lt;br /&gt;
&lt;br /&gt;
====Major====&lt;br /&gt;
*+8% Pain&lt;br /&gt;
&lt;br /&gt;
====Extreme (Initial)====&lt;br /&gt;
*+12% Pain&lt;br /&gt;
*-5% Consciousness&lt;br /&gt;
&lt;br /&gt;
====Extreme (Advanced)====&lt;br /&gt;
*Loss of Consciousness (max 10%)&lt;br /&gt;
*+85% Pain&lt;br /&gt;
*-5% Breathing&lt;br /&gt;
*[[Death]] at 1 severity&lt;br /&gt;
&lt;br /&gt;
==Progression==&lt;br /&gt;
Infection and immunity progression begin as soon as the disease is detected; the first to 100% (1.0 severity) &amp;quot;wins&amp;quot;, either saving or killing the pawn. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word &amp;quot;Infection&amp;quot;. Unfortunately, the disease progresses faster without good treatment and rest.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
*Minor - Severity: 0 - 0.32&lt;br /&gt;
*Major  - Severity: 0.33 - 0.77&lt;br /&gt;
*Extreme (Initial)  - Severity: 0.78 - 0.86&lt;br /&gt;
*Extreme (Advanced) - Severity: 0.87 - 0.99&lt;br /&gt;
*Death - Severity: 1&lt;br /&gt;
&lt;br /&gt;
===Humans &amp;amp; Animals===&lt;br /&gt;
*When not immune or treated, severity increases by 0.84 per day (.035 per hr.).&lt;br /&gt;
*When immune, severity decreases by 0.7 per day.&lt;br /&gt;
*Immunity increases by 0.6441 per day when sick.&lt;br /&gt;
*Treatment slows progression by a maximum of -0.53 per day (less with poor treatment).&lt;br /&gt;
**At 100% treatment, the disease will progress by 0.31 per day.&lt;br /&gt;
&lt;br /&gt;
This means that an infection can kill less than 29 hours (1.19 days) from first symptoms. Pawns with 100% [[Immunity Gain Speed]]* constantly resting in a bed will become immune in just over 1 1/2 days.&lt;br /&gt;
: ''(* A patient gains immunity more slowly with poor blood filtration (e.g. from a missing/damaged kidney), malnutrition (i.e. long-term hunger), or over the age of 50, so their time to reach immunity will be greater. [[#Vulnerable|Extremely vulnerable patients]] have only extreme options.)''&lt;br /&gt;
&lt;br /&gt;
===Case studies===&lt;br /&gt;
:* It has been observed in patients with normal beds, a room with &amp;quot;slightly dirty&amp;quot; to &amp;quot;dirty&amp;quot; [[cleanliness]], well nourished, Medical care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the &amp;quot;luck&amp;quot; of the attending doctor.  Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].&lt;br /&gt;
&lt;br /&gt;
:* It has also been observed that a prisoner in good health (age &amp;lt; 50, no health issues), well fed, in an excellent-quality [[hospital bed]] with a [[vitals monitor]], and a Tend quality of 99% (high Medical skill using [[glitterworld medicine]]), gained Immunity more than 2:1 over Infection gain (from a 68 Immunity and 83 Infection, +32 v. +15).  That's not a &amp;quot;maximum&amp;quot;, but it may be close to a reasonably practical one, just as a benchmark.&lt;br /&gt;
&lt;br /&gt;
All this math also means that it will take a patient almost 3 days, or more, to go through the process of first fighting and then recovering from an infection, besides recovering from whatever wound or ailment caused the infection in the first place.  Yet another reason to provide prompt, sterile treatment for all colonists' wounds to avoid this in the first place.&lt;br /&gt;
&lt;br /&gt;
Once an infection is gone from the system, so is any immunity to future infections, and a new infection will cause the process to begin again from scratch.&lt;br /&gt;
&lt;br /&gt;
=== Default warning ===&lt;br /&gt;
Toward the end of a bad infection, once the infection becomes &amp;quot;extreme&amp;quot; (80% or more), you will get a bright red warning among the other notices on the right side of the screen saying:&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;&amp;lt;mark style=&amp;quot;background:#FF0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''Medical emergency'''&amp;lt;/span&amp;gt;&amp;lt;/mark&amp;gt; People are at risk for [[death]] because of severe illness...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This alert appears regardless of whether that colonist is currently beating the infection or not, or will do so - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.&lt;br /&gt;
&lt;br /&gt;
==Treatment==&lt;br /&gt;
[[Infection#Prevention|Prevention]] is the best treatment - a capable doctor and clean environment for treatment are critical to avoiding this deadly ailment before it happens.&lt;br /&gt;
&lt;br /&gt;
As with any other disease: Make sure that the patient is rested, well-fed, and treated whenever possible. Treatment is administered once every 12 hours, per infection.  Infections progress very quickly, and missing a treatment can be a ''very'' costly mistake. Due to the rate at which they progress, you'll need at least a competent doctor and medicine in order to ensure that the affected person survives their infections.&lt;br /&gt;
&lt;br /&gt;
If left untreated, infections kill (or destroy the limb) in a little over a day - untreated infections move ''fast''! For resting colonists with 100% immunity gain speed, you will need at least 15% average treatment quality to ensure that one doesn't succumb to their infected wound(s).&lt;br /&gt;
&lt;br /&gt;
This disease is unique in that it only affects a specific body part, making infections curable by amputating the affected body part. It is not possible to amputate vital body parts. It's better to have a colonist missing a part or two than a dead one, and they won't mind if you remove their infected parts, either. If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time. Amputations can fail, so try to amputate well at 80% - 90% if you have no other option.&lt;br /&gt;
: * To amputate: Under the patient's Health tab is the Operations tab; &amp;quot;add a bill&amp;quot; to amputate the infected body part. You may have to/want to upgrade the patient's default &amp;quot;medicine&amp;quot; used for procedures - that's under Health/Overview. If an arm/leg is the target, sure to amputate the ''correct'' (left/right) limb - surgeons just do what they're told.)&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable ===&lt;br /&gt;
For those with a base immunity gain rate of 39% or less, there is no chance that they will be able to survive a wound infection normally, even with 100% treatment quality for all treatments and rest in a [[hospital bed]] with [[vitals monitor]] connected. This includes some people with kidney and liver damage (physical or chemical). A pawn with poor treatment or little rest may also be at risk of death.&lt;br /&gt;
&lt;br /&gt;
To save the colonist, you can do the following:&lt;br /&gt;
*Administer [[healer mech serum]]- instantly treats the infection&lt;br /&gt;
*Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive&lt;br /&gt;
*Amputation or part replacement&lt;br /&gt;
*A [[biosculpter pod]]'s medic cycle {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added.&lt;br /&gt;
&lt;br /&gt;
At around Beta 18 infections caused a reduction in part efficiency, allowing them to kill much earlier than usual if a critically injured vital body part is infected and the infection causes the efficiency of that body part to drop below zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_heart&amp;diff=138898</id>
		<title>Bionic heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_heart&amp;diff=138898"/>
		<updated>2023-11-28T19:45:14Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */  Less valuable than natural hearts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic heart&lt;br /&gt;
| image = Health item bionic.png|Bionic heart&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An advanced artificial heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.&lt;br /&gt;
| class = &lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| marketvalue = 1030&lt;br /&gt;
| hp = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
}}&lt;br /&gt;
The '''bionic heart''' is an [[artificial body part]] that replaces the [[heart]] and improves [[blood pumping]], giving a small boost to a wide range of stats and tasks.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic hearts 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;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The bionic heart replaces an organic heart and has a part efficiency of 125%, which improves [[blood pumping]] by {{+|25%}}. This increases the [[Rest Rate Multiplier]] by about {{+|8%}}, and [[Moving]] by {{Good|x105%}}. The Moving boost is a multiplier, rather than added on, so it further improves other movement increases. For example, 125% Moving, reached with 2 [[bionic leg]]s, will be increased to 131% (125% * 1.05) rather than 130% (125% + 5%). Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. For further details, see those pages.&lt;br /&gt;
&lt;br /&gt;
Artificial hearts are also immune to [[heart attack]]s and [[artery blockage]]s, preventing future cases and curing existing ones.&lt;br /&gt;
&lt;br /&gt;
By installing a bionic heart, the pawn's natural [[heart]], if perfectly healthy, is harvested without a penalty. This organic heart can then be sold or stored for later use.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance {{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like [[bionic stomach]]s, bionic hearts are of less obvious importance than [[bionic leg]]s, [[bionic arm|arms]] or [[Bionic eye|eyes]] due to its less impactful stat boosts. Even though the bonuses are small, faster sleep and movement help improve the productivity of a colonist. The movement speed in particular can make a difference when fleeing animals or mechanoids, and can be installed after legs. The bionic heart also stops and prevents [[heart attack]]s, which makes it very useful for [[wake-up]] users or old people, especially if they already have an artery blockage.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[prosthetic heart]] or a natural, biological heart, there is not a 25% chance of instant death in the event of failed installation. This makes it significantly safer to install. It also only requires a medical skill of 5 compared to the organic heart's 8. The prosthetic is lower still, requiring only 4.&lt;br /&gt;
&lt;br /&gt;
Installing a bionic heart on a healthy patient grants a [[Heart|natural heart]], worth {{Icon Small|silver|16|1200}}. This is more than the bionic heart, worth {{Icon Small|silver|16|1030}}. This means the surgery is theoretically profitable. Bionic hearts are the only artificial part which has a lower market value than their natural counterpart while also being strictly superior to their natural counterpart.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=138636</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rituals&amp;diff=138636"/>
		<updated>2023-11-15T15:29:23Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Blinding ceremony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
'''Rituals''' are primarily options for [[ideoligions]] {{IdeologyIcon}}, with a handful available through other DLC {{RoyaltyIcon}}{{BiotechIcon}}. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=General mechanics, Quality != Success chance etc.}}&lt;br /&gt;
{{Recode|section=1|reason=Chart of Quality % vs Success Chance}}&lt;br /&gt;
&lt;br /&gt;
Every ritual has a Quality, expressed as a percentage, associated with it, influenced by a set of factors unique to each ritual type. Quality determines the chance of positive and negative outcomes,  with some ritual effects scaling to the outcome tier and others applying only at specific tiers. &lt;br /&gt;
&lt;br /&gt;
Note that percentage is '''not''' the chance of success. 100% Quality only means that the chance of success cannot be improved further.&lt;br /&gt;
&lt;br /&gt;
The exact relationship between quality and success chance is not known, however the following approximation has been created through testing.&lt;br /&gt;
&lt;br /&gt;
Quality expressed as a number between 0 and 1; so 100%=1; 50%=0.5;&lt;br /&gt;
* Terrible: 1/(4+(16×Q))&lt;br /&gt;
* Boring: 3/(4+(16×Q))&lt;br /&gt;
* Fun: 3×Q/(1+(4×Q))&lt;br /&gt;
* Unforgettable: Q/(1+(4×Q))&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|xAxisTitle=Quality (%)&lt;br /&gt;
|yAxisTitle=Success Chance (%)&lt;br /&gt;
|legend=Legend&lt;br /&gt;
|type=area&lt;br /&gt;
|x=0,100&lt;br /&gt;
|y1=&lt;br /&gt;
|y1Title=Terrible&lt;br /&gt;
|y2=&lt;br /&gt;
|y2Title=Boring&lt;br /&gt;
|y3=&lt;br /&gt;
|y3Title=Fun&lt;br /&gt;
|y4=&lt;br /&gt;
|y4Title=Unforgettable &lt;br /&gt;
|colors=#800000aa,#80ff8000}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Ideoligious ritual additional rewards ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Details}}&lt;br /&gt;
When creating a ritual for an ideoligion, you have the option of adding a custom additional reward. If the ritual achieves either of the two positive outcomes (fun or unforgettable, or their equivalents), the bonus reward will trigger in addition to the ritual-specific rewards.&lt;br /&gt;
&lt;br /&gt;
None of the additional rewards can be applied to the funeral ritual. {{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Reward !! Description !! Required Meme&lt;br /&gt;
|-&lt;br /&gt;
! '''None''' &lt;br /&gt;
| ''Adding an additional reward is optional.'' || ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Psyfocus recharge''' {{RoyaltyIcon}} &lt;br /&gt;
| ''The psyfocus of all participants will be recharged to full. ''&lt;br /&gt;
----&lt;br /&gt;
* The [[psyfocus]] of all participants with a [[psylink]], regardless of role, is set to 100%. &lt;br /&gt;
** There is no effect on pawns without [[psylink]].&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Nearby faction goodwill''' &lt;br /&gt;
| ''You will gain goodwill from the nearest faction base.''&lt;br /&gt;
----&lt;br /&gt;
* Gain [[goodwill]] from the [[faction]]{{Check Tag|Non-hostile?|What if the closest faction base is a perma-hostile faction like pirates?}} that owns the nearest [[faction base]]{{Check Tag|Verify|Check work sites &amp;amp; quest maps}} to the site of the ritual.{{Check Tag|Verify|E.g. If I have two colonies, can they affect different factions, if I do this on a non-colony map (e.g. ambush or site map) }}.&lt;br /&gt;
** The amount of goodwill gained depends on the quality of the ritual - {{+|10}} for Fun and {{+|20}} for Unforgettable.{{Check Tag|Verify Numbers}}&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Random recruit''' &lt;br /&gt;
| ''50% chance of random recruit of the same ideoligion joining your colony.''&lt;br /&gt;
----&lt;br /&gt;
* A 50% chance that a pawn of your ideoligion will join from the map edge.{{Check Tag|Detail needed|What pawnkind? What Equipment? How Soon? etc}}&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Discover ancient complex''' &lt;br /&gt;
| ''You will discover the location of an ancient complex nearby.''&lt;br /&gt;
----&lt;br /&gt;
* Grants an [[ancient complex]] quest.&lt;br /&gt;
* Won't trigger if you already know the location of any type of unexplored complex.{{Check Tag|All types?|Including relic hunt. Not sure about random quest ones.}} The ritual window will warn you if that is the case.&lt;br /&gt;
| ''Any''&lt;br /&gt;
|-&lt;br /&gt;
! '''Farm animals wander in''' &lt;br /&gt;
| ''A group of farm animals will be attracted and join the colony.''&lt;br /&gt;
----&lt;br /&gt;
* A group{{Check Tag|How many?|Ideally include range}} of tamed farm animals{{Check Tag|Which animals?|Which animals are included?}} will join from the map edge.&lt;br /&gt;
|&lt;br /&gt;
* [[Rancher]]&lt;br /&gt;
* [[Animal personhood]]&lt;br /&gt;
* [[Nature primacy]]&lt;br /&gt;
|-&lt;br /&gt;
! '''Gauranlen pod sprout''' &lt;br /&gt;
| ''A [[Gauranlen pod]] will sprout at a random location on the map, if it can.''&lt;br /&gt;
----&lt;br /&gt;
* {{Check Tag|Detail Needed|Where? What radius? When? Etc}}&lt;br /&gt;
| &lt;br /&gt;
* [[Tree connection]]&lt;br /&gt;
* [[Nature primacy]]&lt;br /&gt;
|-&lt;br /&gt;
! '''Insect jelly''' &lt;br /&gt;
| ''Insect jelly deposits will be deposited from underground.''&lt;br /&gt;
----&lt;br /&gt;
* An amount{{Check Tag|How much?|Ideally include range}} of [[insect jelly]] is deposited.{{Check Tag|Detail Needed|Where? What radius? When? Etc}}&lt;br /&gt;
* Note: The [[Insectoid]] faction must be enabled.&lt;br /&gt;
| &lt;br /&gt;
* [[Tunneler (meme)|Tunneler]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview table ==&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Funeral ===&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
&lt;br /&gt;
=== Social festival ===&lt;br /&gt;
&lt;br /&gt;
=== Dance party ===&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Drum party ===&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Skylantern festival ===&lt;br /&gt;
&lt;br /&gt;
=== Christmas tree ===&lt;br /&gt;
&lt;br /&gt;
=== Symbol burning ===&lt;br /&gt;
&lt;br /&gt;
=== Smokeleaf circle ===&lt;br /&gt;
The ritual indirectly results in your colonists getting the [[Smokeleaf joint#Stoned on smokeleaf|stoned on smokeleaf]] condition, which applies to them for approximately 18 hours. This results in a -30% consciousness debuff, making participants slow and ineffective workers or combatants. An unforgettable festival gives only a +8 mood buff (plus a short-lived mood buff from Stoned on Smokeleaf), so it is less effective for mood than dance or drum festivals. Furthermore, costing {{Icon small|Smokeleaf leaves}} 150, the [[Burnbong]] is the equivalent of 37.5 smokeleaf joints.&lt;br /&gt;
&lt;br /&gt;
=== Cannibal feast ===&lt;br /&gt;
&lt;br /&gt;
=== Scarification ===&lt;br /&gt;
&lt;br /&gt;
=== Blinding ceremony ===&lt;br /&gt;
This ritual causes significant pain, enough to incapacitate a Wimp. If the target gets incapacitated by the painshock, the ritual will be canceled. Giving a Wimp target go-juice before the ritual will prevent painshock and allow the ritual to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Animal sacrifice ===&lt;br /&gt;
Animal sacrifice does not cause the violent death penalty for butchering, and is thus an alternative to slaughtering.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duel ===&lt;br /&gt;
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:&lt;br /&gt;
* Give the fighters [[go-juice]] or [[yayo]]. Getting downed by pain shock will end the ritual with a lower score. &lt;br /&gt;
* Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a {{+|20%}} ''Weapon used'' quality bonus even if nobody dies. Note that duelists must have a [[manipulation]] [[capacity]] greater than 0% to pick up a weapon.&lt;br /&gt;
* Choose one fighter with a high and the other with a low [[Melee]] skill to give the first one an advantage.&lt;br /&gt;
* Remove '''one''' of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.&lt;br /&gt;
&lt;br /&gt;
Strip both gladiators before battle to prevent any clothes becoming [[tainted]] when they die.&lt;br /&gt;
&lt;br /&gt;
As adding the [[Ideoligion#Raider|Raider]] or [[Supremacist]] memes to an ideoligion automatically adds the Gladiator Duel ritual, it can be used to exceed the normal limit of 6 rituals. Simply have 6 non-gladiator duel rituals already enabled, and add the relevant meme either at creation or using a fluid ideoligion. Note that if you remove a ritual at any time, you will have to restart the process as it will still attempt to impose the 6 ritual limit.&lt;br /&gt;
&lt;br /&gt;
[[Wild man|Wild men]] cannot be used in gladiator duels, even if imprisoned.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner execution ===&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
&lt;br /&gt;
=== Conversion ritual ===&lt;br /&gt;
&lt;br /&gt;
=== Tree connection ===&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into rituals.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: [[Wild man|Wild person]] can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.  Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=137940</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=137940"/>
		<updated>2023-10-30T21:59:50Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Affairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Social{{!}}Skills}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will (if the colonists are well armed) do damage to both. There is also a possibility that while on berserk a colonist's father is killed by another colonist, so the father's family will dislike the killer (for the values check under Opinions). &lt;br /&gt;
&lt;br /&gt;
The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) and as of Alpha 14 humans now do incest. This means that a colonist's father and lover can be the same person.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep Talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Social fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;)&lt;br /&gt;
* they are already in a relationship (stating something like &amp;quot;already Pawn's lover&amp;quot;)&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the dropdown list of potential Romance... targets.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* the target's opinion of the current pawn&lt;br /&gt;
* the pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* certain genes and traits for the pawns&lt;br /&gt;
* the target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Genes#Low libido|Low libido]] {{BiotechIcon}}: {{MTB}} ×2.&lt;br /&gt;
* [[Genes#High libido|High libido]] {{BiotechIcon}}: {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by Word of Love [[psycasts|psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
==Misc actions==&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]],[[Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=109248</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=109248"/>
		<updated>2022-09-20T22:46:45Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Royal tribute collector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
'''Titles''' are a new mechanic in the [[Royalty]] DLC. They grant the bearer [[psycasts]] and allow the bearer to trade with and call help from the [[Empire]], but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Acolyte, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Acolyte, the title holder will start to demand certain apparel, rooms, and furniture, and may begin to refuse to do particular types of work or eat lower quality foods if the pawn has traits making them [[Titles#Conceited_vs_Non_Conceited|Conceited]].&lt;br /&gt;
&lt;br /&gt;
Titles are granted upon reaching a certain threshold of [[#Honor|Honor]]. Upon leveling up, you will receive a quest to accept a Bestowing Ceremony. Upon accepting the quest and performing the ceremony, your pawn will also gain levels of their [[Psycasts|Psylink]]. All titles, starting at Yeoman, allow an increasing level of psycast. &lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Additionally [[Titles#Conceited_vs_Non_Conceited|Conceited]] nobles will refuse to do more types of work or eat certain kinds of food as they increase in rank. Non-conceited pawns do not refuse to do any type of work and will still eat everything they normally would. &lt;br /&gt;
&lt;br /&gt;
[[Slaves]]{{IdeologyIcon}} can be given Honor and will rank up as usual, and have the same clothing and room requirements as normal. They will not however be able to use permits and their worktypes override any added by Conceit. &lt;br /&gt;
&lt;br /&gt;
=== Conceited vs Non Conceited ===&lt;br /&gt;
Titled pawns with the [[Traits#Greedy|Greedy]], [[Traits#Jealous|Jealous]], or [[Traits#Abrasive|Abrasive]] traits become Conceited after gaining Titles, and refuse to do certain types of work or eat certain kinds of food as they rise up the ranks.  The game will show a popup warning if you attempt to give such pawns royal honor. Additionally Conceited Nobles replace their normal [[Mood#Expectation moodlets|Expectation moodlets]] with mood penalties of -6 and -12 at the ranks of Baron and Count respectively, even if the expectations moodlet would otherwise be positive. This can be a significant mood penalty even if colony wealth is sufficient to eliminate expectation mood bonuses.&lt;br /&gt;
&lt;br /&gt;
Titled pawns without those traits can continue to do all types of work and eat all types of food they used to be able to even after gaining higher titles. Conceited nobles maintain their food limits, even when unconscious. &lt;br /&gt;
&lt;br /&gt;
It is generally advisable to not give conceited pawns royal title when other pawns are available, but such alternatives are not always available. The exact encumbrance a conceited noble represents depends heavily on colony design, the work the pawn performs, and the rank to be achieved. A conceited yeoman has no demands for example, while a colony that only uses [[fine meal]]s and 5x5 bedrooms likely won't even notice the difference if their conceited researcher became a Praetor instead of a non-conceited pawn.&lt;br /&gt;
&lt;br /&gt;
Note that [[slavery]]{{IdeologyIcon}} will override the work restrictions of conceited pawns just as it does other work restrictions, allowing conceited nobles to work if enslaved. However, slaves cannot use [[#Permits|permits]] which lessens their utility. Though there is a bug where you send said slave into a caravan, allowing them to use their permits.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items be acceptable as the ranks increase. Non-conceited nobles have no such restrictions. &lt;br /&gt;
&lt;br /&gt;
Conceited [[Traits#Cannibal|cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. &lt;br /&gt;
&lt;br /&gt;
[[Traits#Ascetic|Ascetic]] food requirements override title requirements, and thus Ascetics still prefer raw or simple food.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
{{Rewrite|reason=Clarity, and integration with main table below.}}&lt;br /&gt;
All titles of Acolyte rank or above desire clothes fit for their station. What items are required depends on a number of factors, general and specific.&lt;br /&gt;
&lt;br /&gt;
==== General mechanics ====&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Despite the clothing requirements being presented as a simple list, this is deceptive. Instead of all the items listed being required, instead there must be an item with the appropriate tag [[Apparel#Layers and coverage|covering]] the required body parts. The layer of the coverage is irrelevant. As the coverage and tags can be shared by several items over different layers, this means that a single item can fill the requirement for several items. &lt;br /&gt;
&lt;br /&gt;
For example, a baron nominally requires three separate items, two that cover the torso and one for the head. An [[eltex shirt]] covers the torso and has the ''&amp;quot;Psychic&amp;quot;'' tag which is on the list of accepted tags for both of the baron's torso items. This means that the shirt alone can fill both requirements.&lt;br /&gt;
&lt;br /&gt;
As such, when clothing a noble, a single item of each row must be selected and where a specific item is present in multiple rows, only a single example need be chosen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Title !! Coverage !! Tags !! Viable items&lt;br /&gt;
|-&lt;br /&gt;
! rowspan='2' | Acolyte &amp;lt;br&amp;gt;to Praetor&lt;br /&gt;
| Torso || RoyalTier2, Cape, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier2||Cape||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Head &amp;lt;!--UpperHead OR FullHead--&amp;gt; || RoyalTier2, PrestigeCombatGear, Psychic || {{#ask: [[Tags:: RoyalTier2||PrestigeCombatGear||Psychic]] [[Coverage::~*Head*]]}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan='3' | Baron &lt;br /&gt;
| Torso || RoyalTier2, Cape, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier2||Cape||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Torso || RoyalTier5, PrestigeCombatGear, Psychic                 || {{#ask: [[Tags:: RoyalTier5||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Head &amp;lt;!--UpperHead OR FullHead--&amp;gt;|| RoyalTier5, PrestigeCombatGear, Psychic || {{#ask: [[Tags:: RoyalTier5||PrestigeCombatGear||Psychic]] [[Coverage::~*Head*]]}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan='4' | Count &lt;br /&gt;
| Torso || RoyalTier2, Cape, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier2||Cape||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Torso || RoyalTier5, Cape, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier5||Cape||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Torso || RoyalTier6, Cape, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier6||Cape||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Head &amp;lt;!--UpperHead OR FullHead--&amp;gt;|| RoyalTier5, PrestigeCombatGear, Psychic || {{#ask: [[Tags:: RoyalTier5||PrestigeCombatGear||Psychic]] [[Coverage::~*Head*]]}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan='4' | Duke&amp;lt;br&amp;gt;to Emperor &lt;br /&gt;
| Torso || RoyalTier2, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier2||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Torso || RoyalTier5, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier5||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Torso || RoyalTier6, PrestigeCombatGear, Psychic           || {{#ask: [[Tags:: RoyalTier6||PrestigeCombatGear||Psychic]] [[Coverage::~*Torso*]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Head &amp;lt;!--UpperHead OR FullHead--&amp;gt;|| RoyalTier7, PrestigeCombatGear, Psychic || {{#ask: [[Tags:: RoyalTier7||PrestigeCombatGear||Psychic]] [[Coverage::~*Head*]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To tabulate the actual requirements:&lt;br /&gt;
Acolyte, Torso: Any One of: (Formal Shirt, or Cape, or Eltex Shirt/Vest/Robe, or any Prestige Armour.)&lt;br /&gt;
Acolyte, Head: Any One of: (Top Hat/Ladies' Hat, OR Eltex Helmet/Skullcap, OR any Prestige Helmet.)&lt;br /&gt;
Baron, Torso: Both of:(Formal Shirt, and Formal Vest/Corset), or Any One of: (Cape, Eltex Shirt/Vest/Robe, or any Prestige Armour.)&lt;br /&gt;
Baron, Head: Any One of: (Coronet, or Eltex Helmet/Skullcap, or any Prestige Helmet.&lt;br /&gt;
Count, Torso: All Three of:(Formal Shirt, and Formal Vest/Corset, and Prestige Robe), or Any One of: (Cape, Eltex Shirt/Vest/Robe, or any Prestige Armour.)&lt;br /&gt;
Count, Head: Any One of: (Coronet, or Eltex Helmet/Skullcap, or any Prestige Helmet.&lt;br /&gt;
Note that Coronets/Crowns/Stellic Crowns will not satisfy an Acolyte's desire for noble headgear, nor will either type of Crown substitute for a Baron/Count's desire for a coronet&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Exceptions ====&lt;br /&gt;
Any conflicting apparel requirements from simultaneously holding an [[Ideoligion#Roles|Ideoligion role]]{{IdeologyIcon}} are disabled. &lt;br /&gt;
&lt;br /&gt;
[[Traits#Nudist|Nudists]] are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. Pawns with an [[ideoligion]]{{IdeologyIcon}} with the Nudism meme however do not take a penalty and can go nude without penalty.&lt;br /&gt;
&lt;br /&gt;
[[Traits#Ascetic|Ascetic]] do not require noble-specific clothing and are happy in any clothing.&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, specific furniture, and a minimum impressiveness. All throne and bed rooms must be fully floored (no dirt or rough stone), and higher levels require fine floors. Note that a [[Circadian half-cycler]] does not negate the desire for a bedroom, even though it negates the need for it.&lt;br /&gt;
&lt;br /&gt;
Couples containing one or more nobles can still share a bedroom. Additionally, any number of nobles can share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Throne rooms cannot have workstations, however they can simultaneously function as impressive rec and dining rooms.  The [[meditation throne]] itself also functions as a chair, and if near the appropriate furniture can be used while dining or recreating. Note that this is not true of the larger [[grand meditation throne]] however - only [[television]] watching can be done from the it. &lt;br /&gt;
&lt;br /&gt;
[[Traits#Ascetic|Ascetic]] bedroom and food requirements override title requirements, and thus Ascetics still prefer an awful bedroom. Moreover, Throne Room requirements (braziers, drapes, instruments, size, flooring) do not need to be satisfied.  They do still need a throne room to satisfy their need for Authority (No authority results in a -18 moodlet), and based on the [[Room_stats#Impressiveness|Impressiveness]] of the room they may get a negative moodlet (-6 for awful, -2 for dull (with the moodlet &amp;quot;mediocre throne room&amp;quot;, possibly a bug)) if the room is less than Mediocre.  In practice, this means that an Ascetic Count/Countess (or any title) may be kept happy with raw food, a 1x2 awful bedroom, and a 3x3 smooth stone throne room with a normal throne and a light source.  Do also note that having a throne room that meets or exceeds the requirements and is sufficiently impressive can result in a positive moodlet, which may be useful but is a very expensive way to get a mood bonus. Also note that this only affects the mood of the pawn, the [[Psycasts#Dignified|mediation effectiveness]] of the throne is still significantly improved by meeting the title requirements and having a more impressive throne room.&lt;br /&gt;
&lt;br /&gt;
=== Honor ===&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
[[File:Royal Favor.png|frame|right|Honor Icon]]&lt;br /&gt;
Honor is the &amp;quot;currency&amp;quot; of the titles system - there are honor requirements that must be reached to gain each rank of nobility and it can also be expended to access [[#Permits|permits]] within their cooldown.&lt;br /&gt;
Honor is offered as a [[quest]] reward or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners|slaves]].&lt;br /&gt;
&lt;br /&gt;
====Royal tribute collector====&lt;br /&gt;
If you are not enemies with the Empire, Royal Tribute Collectors will visit your base approximately twice a year.  They accept [[gold]], [[prisoner]]s, or [[slave]]s{{IdeologyIcon}} in exchange for Honor.  The pawn who initiates the trade receives the Honor.  &lt;br /&gt;
&lt;br /&gt;
Gold's exchange rate (listed in the trade window) is 0.015 point of Honor per gold, rounded down, and is not affected by [[Skills#Social|Social]] skill.  &lt;br /&gt;
&lt;br /&gt;
The amount of gold required for each point of Honor is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prisoners and slaves generate 3 Honor - factors such as bionic body parts, missing limbs, etc, do not appear to affect the amount of honor received. Pawns do not need to be at full health in order to be exchanged, but they must be healthy enough to walk.  You can see the Honor value listed under &amp;quot;View Information&amp;quot; for each pawn.  Offering prisoners for Honor will generate the same [[mood]] and [[social]] penalties as selling prisoners to slavers.{{Check Tag|Detail Needed|Do the same penalties apply when selling slaves? And is this  (and any slave penalties) also negated by the ideoligions?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The honor is received immediately, regardless if the tribute collector leaves the map with the prisoners and gold. If the tax collector gets killed or incapacitated before leaving the map, they will drop the gold on the floor which can them be recollected by the player. Furthermore, prisoners only need to be able to walk at the moment they are sold. It's possible use the Painblock psycast to get a prisonner out of painshock for a moment. After they are sold, they will be considered part of the empire faction which means they can be rescued from their painshock to boost relationship with the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Bestowing Ceremony ===&lt;br /&gt;
{{stub|section=1|reason=Does not reflect new mechanics after bestowing ceremony was changed into Ritual in 1.3}}&lt;br /&gt;
{{see also|Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony{{!}}Quests}}&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the countess rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance and Renouncing ===&lt;br /&gt;
Heirs are automatically assigned with additional weight to spouses. Can be changed by using a [[Comms console]] and performing a ritual.&lt;br /&gt;
Should a noble die and be [[Resurrector mech serum|resurrected]], the heir keeps the title.&lt;br /&gt;
Titles can be renounced.&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. Like weddings and parties, undrafted pawns will attempt to attend. Pawns must attend to gain the benefits or detriments of the speech.&lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech. A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. In addition, each listener of an Inspiring Speech has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Count rank this cooldown is {{ticks|600000}} or 10 in-game days. While Nobles above the rank of Count are not generally available to the player, if one is gained by for example by recruiting an [[Empire]] prisoner, then they will have the same cooldown as the Count. &lt;br /&gt;
&lt;br /&gt;
While the speech success chance is proportional to the [[Skills#Social|Social skill]] of the speaker, the exact relationship is unknown.&lt;br /&gt;
Similarly, it is known that the [[Social Impact]] stat also improves chances, but the exact relationship is once again unknown. Despite this, it is known that it provides a significant improvement, which give the headwear all speech-giving nobles ask for have a practical use. Prestige helmets are still highly recommended, but swapping to a [[top hat]] just the length of the speech is a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree  will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
At certain levels nobles gain permits; one permit is awarded for every level from Acolyte onwards, for a maximum of five permits for Counts/Countesses. You choose which royal permits you want to come with that title.  Some permits require minimum titles before they can be chosen, allowing you to customize your nobles somewhat. Permits generally cannot be used during their Cooldown, however [[#Honor|Honor]] can be paid to use the permit again during the cooldown if the pawn has sufficient excess honor. If they do not, the permit cannot be used again - a pawn cannot demote themselves to spend more honor.&lt;br /&gt;
&lt;br /&gt;
All permits can be returned at which the permit points are returned and a different selection of permits may be selected. This costs 8 honor plus the &amp;quot;cooldown&amp;quot; cost of any currently cooling permits. For example, if a pawn attempted to return their permits while the &amp;quot;Silver drop&amp;quot; permit was still on cool down, it would cost 8 honor + 6 honor, for a total of 14 honor. Any new permits will not have the cooldown, however it is more honor efficient to just purchase the permit on cooldown rather than reset permits, as it increase the price by an additional 8 honor.&lt;br /&gt;
&lt;br /&gt;
[[slave|Enslaved]] nobles{{IdeologyIcon}} cannot use permits.&lt;br /&gt;
&lt;br /&gt;
NPC nobles will generate with a random number of permits appropriate to their rank. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(if used during cooldown)&amp;lt;/small&amp;gt; !! Description !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40  || 8 || Call a [[shuttle]] for your own use. It will transport colonists, items, and animals on a one-way trip to anywhere you like within 70 world tiles. The shuttle can hold a total of 1000kg when loaded on a colony map, but as of 1.2.2900 it ignored this weight limit when called for a caravan on the world map.  || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' || data-sort-value=2|Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' || data-sort-value=6|Count &amp;lt;br&amp;gt; [[#Call laborer team|Laborer Team Permit]]|| 60 || 8 || Call a group of 8 [[Empire#Laborer|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. || {{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' ||  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike Permit]]  || 60 || 8 || Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them. || {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' || data-sort-value=2|Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess &amp;lt;br&amp;gt; [[#Call janissary squad|Janissary Permit]] || 60 || 8 || Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle.||  ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' || data-sort-value=2|Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
{{Stub|section=1|reason=Needs proper analysis of what clothes are needed and what replaces what needs - e.g. prestige armor covers multiple slots}}&lt;br /&gt;
*'''Freeholder:''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Yeoman:''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.&lt;br /&gt;
*'''Acolyte:''' The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.&lt;br /&gt;
*'''Knight/Dame:''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor:''' The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness:''' The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Count/Countess:''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures.&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
| Acolyte || 6 (13) || 2 || '''Cleaning''' || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; id=&amp;quot;Dame&amp;quot;&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot; id=&amp;quot;Baroness&amp;quot;&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Count&amp;quot; id=&amp;quot;Countess&amp;quot;&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|- id=&amp;quot;Duke&amp;quot; id=&amp;quot;Duchess&amp;quot;&lt;br /&gt;
| Duke/Duchess || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || &lt;br /&gt;
One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt; || ''None''&lt;br /&gt;
|- id=&amp;quot;Consul&amp;quot;&lt;br /&gt;
| Consul || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || &lt;br /&gt;
One of: [[Stellic crown]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], [[Prestige robe]]; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt; || ''None''&lt;br /&gt;
|- id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
| Stellarch || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || &lt;br /&gt;
One of: [[Stellic crown]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], [[Prestige robe]]; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt; || ''None''&lt;br /&gt;
|- id=&amp;quot;Emperor&amp;quot; id=&amp;quot;Empress&amp;quot;&lt;br /&gt;
| Emperor/Empress || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || &lt;br /&gt;
One of: [[Stellic crown]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], [[Prestige robe]]; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt; || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Count Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive&amp;diff=108684</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive&amp;diff=108684"/>
		<updated>2022-09-08T19:42:06Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup and Format Standardisation. Also generates heat. How much etc.}}{{infobox main|building|&lt;br /&gt;
|name = Hive&lt;br /&gt;
|image = Hive.png|128px{{!}}Hive&lt;br /&gt;
|description =  A hive of giant insects. If activated, it will spawn additional insects and hives over time, as well as valuable insect jelly.&lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Natural&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|hp = 130&lt;br /&gt;
|flammability = 1.0&lt;br /&gt;
|heatpersecond = 6&lt;br /&gt;
|maxheattemperature = 38&lt;br /&gt;
|destroyyield = {{Icon Small|Insect jelly}} 30&lt;br /&gt;
}}&lt;br /&gt;
A '''hive''' can spawn in regions with caves or when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. It is imperative that you destroy it as fast as possible. A few seconds after the encounter, it will start to deploy insects like [[megascarab]]s, [[megaspider]]s  and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and shortly afterwards will deteriorate in 2.5 in-game hours. &lt;br /&gt;
&lt;br /&gt;
Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will not chase too far away and won't defend themselves from attackers outside the radius. They will also mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.&lt;br /&gt;
&lt;br /&gt;
If there are less than 30 hives in a colony, non-dormant hives will reproduce another hive in a random roofed tile within 10 tiles of themselves. The time between hive reproduction depends on difficulty. The number of hives generated this way will never exceed 30, but it is possible to have more than 30 hives if they spawn directly from an infestation event.&lt;br /&gt;
&lt;br /&gt;
Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[insect jelly]] every {{Ticks|26000}} to {{Ticks|30000}}, or {{#expr: 26000/2500}} to {{#expr: 30000/2500}} in-game hours, so long as there are is less than 40 jelly in adjacent tiles. It also spawns 1 [[Glow pod]] within 12 and 24 game hours. &lt;br /&gt;
&lt;br /&gt;
If a dormant hive is damaged in any way, the insects may turn [[Mental break#Manhunter|manhunter]] to attack the perceived threat. Hives will self-heal over time 1 HP per {{ticks|6000}}, or a total of 10 HP per day.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
During infestations, full waves of insects appear during the first few seconds. The hives may expand to tiles with an overhead mountain, but not roofs.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
When destroyed they drop 30 insect jelly.&lt;br /&gt;
&lt;br /&gt;
Dormant hives may be present in maps which have [[World_generation#Caves|caves]]. Those hives will not spread, although they will produce jelly and glow pods as usual. They will also spawn with insects around them, but they will not spawn more over time.&lt;br /&gt;
&lt;br /&gt;
If they are not maintained for {{ticks|60000}}, they will be healthy for a further {{ticks|60000}} before taking 10 points of damage every {{ticks|250}} {{Check Tag|Fact Check|Maintainance time, healthy time, and damage rate extrapolated from defs. Needs to be checked in game}}&lt;br /&gt;
&lt;br /&gt;
They will initially generate with up to 200 combat power of insectoids, e.g. one megaspider and one megascarab, and can have up to 500 points of insectoids at one time alive at one time. {{Check Tag|Fact Check|Numbers taken from defs. Needs to be checked in game}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Hives no longer take damage at -20°C.{{Check Tag|Fact Check|It is unclear if this was ever the case}}&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Now slowly heals over the course of days&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Insect Jelly from destruction reduced from 100 -&amp;gt; 30. &lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=105256</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=105256"/>
		<updated>2022-07-05T16:50:59Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Fighting Addictions */  Caravan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{For|the medical items see|Medicine (disambiguation)}}&lt;br /&gt;
'''Drugs''' can be useful to gain temporary benefits of various sorts, but can lead to harmful [[addictiveness|addictions]], negative side effects, and even [[overdose]] resulting in permanent ailments or death. Most drugs are crafted at the [[drug lab]] using either [[psychoid leaves]] or [[neutroamine]]. &lt;br /&gt;
Beer, however requires [[hops]] and has an intermediate stage before fermenting called [[wort]].&lt;br /&gt;
&lt;br /&gt;
If you want to avoid drugs in your colony, you have the option of burning them at a [[campfire]] or [[crematorium]], or forbidding them and selling them to a trader which is lucrative on the market. Binging pawns will take drugs even if they're forbidden though.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Burning drugs.png|400px|thumb|none|Burning drugs to prevent policy breakers from overdose.]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The effects of drugs are modulated by body size, so smaller creatures need less beer to be drunk than bigger animals such as the [[Thrumbo]].&lt;br /&gt;
&lt;br /&gt;
Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Penoxycyline every 5 days. You can also toggle to use the drug to feed an addiction, separately from joy usage.&lt;br /&gt;
&lt;br /&gt;
Drugs can also be administered through a medical operation. Animals may take drugs on their own if they are within their allowed areas.&lt;br /&gt;
&lt;br /&gt;
== Addiction and Tolerance ==&lt;br /&gt;
Addictions are a sad reality that most drug-using colonies must face. Without a continuous supply of drugs, withdrawal symptoms will kick in and your poor colonist will suffer.  Luciferium has an instant addiction.  Once taken, it will need to be taken regularly.  Otherwise, the withdrawal from it will cause all sorts of mental breaks, eventually resulting in death.&lt;br /&gt;
&lt;br /&gt;
'''Tolerance''' is the value related to addiction upon consumption of any drugs. It has a fixed buildup amount for each drug, and decreases each day afterwards. Tolerance gain is inversely proportional to body size, so smaller colonists (teenagers 0.85 vs normal 1.0) gain more tolerance per drug use. Colonists will have a chance of getting addicted once they cross a certain tolerance threshold. '''Safe''' consumption of drugs can be set in the restriction tab for drug usage.&lt;br /&gt;
&lt;br /&gt;
When tolerant, the severity given per dose of the drug will decrease by a fixed amount, meaning that they will last shorter, and colonists will need to consume more of them. &amp;lt;br&amp;gt;&lt;br /&gt;
Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
!Drug	   !!High duration per dose     !!Tolerance gain per dose     !!Tolerance fall rate     	!!New addiction min tolerance	!!New addiction chance	!!Safe dose interval !!Safe doses at 0 tolerance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Ambrosia]]     &lt;br /&gt;
| 16.7 h	||3.2% ||2% / Day  ||15% ||1% ||1.6 Days||4&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychite tea]] &lt;br /&gt;
| 7.2 h  ||3% ||1.5% / Day  ||10% ||2% ||2 Days||3&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]]	      &lt;br /&gt;
| 4.8 h	||1.6% ||1.6% / Day  ||25% ||1% ||1 Day||15&lt;br /&gt;
|-&lt;br /&gt;
! [[Smokeleaf]]    &lt;br /&gt;
| 12 h ||3% ||1.5% /Day  ||15% ||2% ||2 Days||5&lt;br /&gt;
|-&lt;br /&gt;
! [[Flake]]	      &lt;br /&gt;
| 7.2 h ||4% ||1.5% / Day  ||0% ||5% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Yayo]]	      &lt;br /&gt;
| 12 h	||4% ||1.5% / Day  ||0% ||1% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Wake-up]]      &lt;br /&gt;
| 12 h	||N/A ||N/A  ||0% ||2% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Go-juice]]     &lt;br /&gt;
| 16.7 h	||N/A ||N/A  ||0% ||2.6% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
* Tolerance gain values are for size 1.00 pawns, or that of adult [[human]]s. Note that pawns with different sizes, such as teenagers or animals will have different values.&lt;br /&gt;
&lt;br /&gt;
=== Fighting Addictions ===&lt;br /&gt;
&lt;br /&gt;
==== Addiction Severity ====&lt;br /&gt;
Time spent in withdrawal is calculated by multiplying addiction severity by recovery time.  This means that the addiction takes longer to cure for each dose the addict takes to a maximum of 100%.&lt;br /&gt;
&lt;br /&gt;
==== Drug binges ====&lt;br /&gt;
Colonists with either the Chemical Interest or Fascination traits as well as addicts may randomly have drug binges. Such colonists will ignore drug policies. This can cause a relapse from getting those colonists clean. &lt;br /&gt;
&lt;br /&gt;
==== Remove access to drugs ====&lt;br /&gt;
Colonists can't take drugs that they can't reach.  A drug binging colonist without access to that drug will only wander around until their senses are restored.  Other withdrawal-based mental breaks are another story.&lt;br /&gt;
&lt;br /&gt;
To destroy drugs, you can burn them at a campfire.  You can also sell them to passing traders that are interested in buying, or have a non-binging colonist take them away on a caravan.&lt;br /&gt;
&lt;br /&gt;
One alternative to keeping drugs out of the hands of binging addicts is to place the drugs in a room and wall up the entrance.  This could also be done to the addict by trapping them but will become counterproductive once they become hungry.  Another alternative, which may be quicker depending on the case, is to load the drugs in a transport pod and keep them there until the binge is over.&lt;br /&gt;
&lt;br /&gt;
==== 'Rehab center' ====&lt;br /&gt;
Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them and keeping them there until they're clean.  Imprisoning them also contains the impacts of their mental breaks.  You can arrest an addicted colonist by drafting another colonist and right clicking on the addict.  Using force can have a negative social influence on the patient and increased mood debuffs that will make recovery even harder, especially if such measure was performed with weapons (healing will take longer and could injure the body badly).  As with any combat, either or both of the addicted or the arresting colonist have the chance of injury or death.  It may be best to wait until the withdrawal-suffering pawn collapses due to exhaustion or starvation, and ''then'' arrest them without the risk of a physical confrontation.   If it must be done while they can stand, then it's wise to disarm this colonist before attempting to arrest them as they may resist and go berserk.  Still, addicted colonists will usually go down quickly due to the [[consciousness]] penalty from withdrawal.&lt;br /&gt;
&lt;br /&gt;
Chatting with the imprisoned while they're getting clean will help train your warden's Social skill.  Still, arresting any colonist will give them the accompanying thoughts of being imprisoned both during and afterward.&lt;br /&gt;
&lt;br /&gt;
This also works great for addicted prisoners as they're already imprisoned.  It is recommended to keep them in their own cell though.  Otherwise, they can go berserk and attack other prisoners.  If you want to recruit such an addict, it's recommended to get them clean before recruiting.  There's no use in releasing an addicted new recruit, only to throw them right back in their cell very soon.&lt;br /&gt;
&lt;br /&gt;
You can avoid the berserk state of a &amp;quot;drug rehab inmate&amp;quot; by installing and then removing peg legs to keep them incapacitated until new (and possibly better depending on technological level) replacement legs get reinstalled after the addiction ends. This trick can also be done by installing and removing a bionic spine which is half as costly as double bionic legs but does not make the pawn faster. Make sure you have prosthetics or bionics researched if you want to do this method of rehabilitation.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ====&lt;br /&gt;
Pawns on a caravan can't take drugs that aren't part of their drug policy. Furthermore, mental breaks in a caravan tend to have less serious consequences unless the caravan get ambushed. You can completely avoid any chance of ambush by keeping the caravan on top of another faction's settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
[[File:Medicine.png|right]]&lt;br /&gt;
Withdrawal will make the person feel a great mood drop and impair their stats, depending on the addicted drug. Once the withdrawal passes away, the colonist will feel good as new.&lt;br /&gt;
&lt;br /&gt;
During this time, you may want to give your colonist more time to enjoy himself. Giving him social drugs may help depending on the situation, but remember never to feed his addiction as this resets the withdrawal countdown, unless he's addicted to multiple drugs at the same time, in which it may be easier to deal with 1 drug addiction at a time. &amp;lt;br&amp;gt;&lt;br /&gt;
On the other hand, if they become incapacitated when the withdrawal symptoms hit all at once, it may be better to leave them like that, as they are unable to have mental breaks or such during the withdrawal period.&lt;br /&gt;
&lt;br /&gt;
The health overview tab which will display a counter with withdrawal percentage. The higher it gets, the closer to complete recovery (100%, though 99.5% is rounded to 100% in display).&lt;br /&gt;
&amp;lt;!-- [[File:Psychite addiction withdrawal 100 percent.png|550px|thumb|none|Colonist who almost defeated her addiction to psychite]] --&amp;gt;&lt;br /&gt;
==== Healer mech serum ====&lt;br /&gt;
Using the [[healer mech serum]] instantly treats non-[[luciferium]] drug addictions if there are no other serious health problems affecting the addict. This gives a convenient but somewhat costly way to bypass the lengthy withdrawal period. Note however healer mech serum '''cannot''' remove the luciferium need. There is no cure for luciferium addiction.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Not surprisingly, different drugs have different effects, and some also have different effects depending how much is consumed. Some effects can be beneficial to a colonist or a colony, although many drugs have a mixture of good and bad effects, and some can be helpful to the colony as a whole while putting the individual colonist at [[Sarcophagus|great risk]].  Also, effects and duration can be reduced by [[tolerance]] to a drug.  &lt;br /&gt;
&lt;br /&gt;
Note that many drugs have a chance of [[heart attack]] or instant [[addiction]], even for a single, first use, and such chances are always increased when multiple drugs are active in a pawn's system at the same time - see the above section on [[Drugs#Addiction_and_Tolerance|addition &amp;amp; tolerance]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== When and What to Use ===&lt;br /&gt;
{{Rewrite|reason=Verification and cleanup}}&lt;br /&gt;
The table below lists the most common effects; see notes, below, for descriptions and for &amp;quot;other&amp;quot; effects. &lt;br /&gt;
&lt;br /&gt;
Note that [[Consciousness]] (&amp;quot;'''Consc'''&amp;quot;) is an extremely important consideration when giving drugs for two primary reasons.&lt;br /&gt;
&lt;br /&gt;
First, any change in Consciousness translates ''directly'' to an ''identical'' change in both [[Manipulation]] and [[Moving]], both of which cascade to other stats. Values listed under &amp;quot;'''Move'''&amp;quot; are separate for ''additional'' changes, and do ''not'' reflect any ''additional'' effect from a change in Consciousness.&lt;br /&gt;
&lt;br /&gt;
Second, Consciousness can be life-or-death for patients or any pawn that may have that stat additionally reduced for any reason. Any pawn loses consciousness when this falls below 30%, and '''dies''' when this reaches 0%.  Note also that some drugs ''increase'' consciousness, which could be a lifesaver in situations where consciousness is threatening to drop to an undesirable level.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_23 text-center}}&lt;br /&gt;
!Drug	!! Time !!  [[Consciousness|Consc]] !! [[Mood]]    !!  [[Recreation|Rec]]         !!  [[Pain]]   !!  [[Rest]]    !!  [[Rest Fall Rate|Tired]]    !!  [[Moving]]	  !!  Other&lt;br /&gt;
|-&lt;br /&gt;
! [[Ambrosia]]  &lt;br /&gt;
| 16.7 h ||  -   || +5  || {{%|{{Q|Ambrosia|Joy Offset}}}}        || -    || -     ||  -   ||   -      || +0.2 [[Nutrition|Nut]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]] (1st*)  &lt;br /&gt;
| 4.8 h  ||  -   || +10 || {{%|{{Q|Beer|Joy Offset}}}}            || ×90% || -     || -   ||  -       || +0.08 [[Nutrition|Nut]], ''see notes''*&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychite tea]] &lt;br /&gt;
| 7.2 h  ||  -   || +12 || {{%|{{Q|Psychite tea|Joy Offset}}}}    || ×90% || +10%  || x80%        || -  || &lt;br /&gt;
|-&lt;br /&gt;
! [[Smokeleaf joint]]  &lt;br /&gt;
| 12 h   || -30% || +13 || {{%|{{Q|Smokeleaf joint|Joy Offset}}}} || -20% || -10%  || -     ||  -      || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Flake]]	  &lt;br /&gt;
| 7.2 h  ||  -   || +35 || {{%|{{Q|Flake|Joy Offset}}}}           || ×50% || -     || x33%      ||    -      || -     &lt;br /&gt;
|-&lt;br /&gt;
! [[Go-juice]]   &lt;br /&gt;
| 16.7 h || +20% || +5  || {{%|{{Q|Go-juice|Joy Offset}}}}        || ×10% || +40%  || x33%       ||  +50%       || ''see&amp;lt;br&amp;gt; notes*''     &lt;br /&gt;
|-&lt;br /&gt;
! [[Wake-up]]   &lt;br /&gt;
| 12 h   || +10% || 0   || {{%|{{Q|Wake-up|Joy Offset}}}}         || -    || +100% || x80%  ||  +10%      ||  +50% [[Global Work Speed|GWS]]&amp;lt;br&amp;gt;''see notes*''    &lt;br /&gt;
|-&lt;br /&gt;
! [[Yayo]]	  &lt;br /&gt;
| 12 h   ||  -  || +35  || {{%|{{Q|Yayo|Joy Offset}}}}            || ×50% ||  -    || x33%      ||  +15%   ||        -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
'''Effect''' categories have been abbreviated to avoid an awkwardly large table. If several drugs share an effect, they are listed; drugs with (relatively) unique effects are listed in &amp;quot;other&amp;quot;.  Though some may be obvious, they are:&lt;br /&gt;
{|width=&amp;quot;700&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* '''Time''' = the duration of effect of the 1st dose, measured in &amp;quot;hours&amp;quot;. Note that a [[Drugs#Addiction and Tolerance|tolerance]] can reduce this time.&lt;br /&gt;
* '''Consc''' = [[Consciousness]] &lt;br /&gt;
* '''Rec''' = [[Recreation]]&lt;br /&gt;
* '''Rest''' = a pawn's basic [[Needs|need]] for sleep &lt;br /&gt;
|&lt;br /&gt;
* '''Tired''' = [[Rest Fall Rate]], the rate at which a pawn ''loses'' Rest (i.e. how fast they ''become'' &amp;quot;Tired&amp;quot;)&lt;br /&gt;
* '''Moving''' = [[Moving]] capacity. Has a direct effect on [[movement speed]] and some other [[stats]].  &lt;br /&gt;
* '''Other''' = Other effects; if not listed or for explanation, see Notes on specific drugs, below&lt;br /&gt;
|}&lt;br /&gt;
; Notes:&lt;br /&gt;
* '''Ambrosia''' - This has a [[nutrition]]al value.&lt;br /&gt;
* '''Beer''' - The 1st beer gives 98% Manipulation and also increases &amp;quot;[[Social Fight Chance]]&amp;quot; by x1.5. Beer also has a small [[nutrition]]al value. Note that the very first beer has the effects listed, but ''additional'' beers can have ''additional'' negative effects, including a major drop in Consciousness.   See [[Beer]] for more information.&lt;br /&gt;
* '''Smokeleaf joint''' - Hunger rate offset +30% (i.e. the pawn gains hunger 30% faster). &lt;br /&gt;
* '''Go-juice''' -  +35% [[sight]];  restores +15% psyfocus{{RoyaltyIcon}}.  Note that 20% improved consciousness translates to +20% improved manipulation and [[talking]], and improved sight also cascades to other stats, all together yielding a +20% increase in [[General Labor Speed]], improved combat stats and  in [[Medical Tend Quality]] and [[Medical Surgery Success Chance|surgery success]] chances; see  [[Go-juice#Detailed_Effects|detailed effects of go-juice]].&lt;br /&gt;
:: Caution: A pawn high on go-juice only feels 10% of the pain they would otherwise be feeling. In combat, this usually means they are not &amp;quot;[[downed]]&amp;quot; from severe injuries, they fight until they win or are killed outright.  For those literal &amp;quot;do or die&amp;quot; moments.&lt;br /&gt;
* '''Wake-up''' - Increases [[Global Work Speed]] by +50%. &lt;br /&gt;
&amp;lt;!-- * '''Yayo''' - The &amp;quot;+15&amp;quot; to Movement is directly offset by -20 Consciousness, yielding a net -5 Movement.{{Check Tag|Confirm this is correct?}}  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Safety considerations ===&lt;br /&gt;
To avoid the downsides of drugs, the following is advised:&lt;br /&gt;
&lt;br /&gt;
* [[Beer]] can be safely drunk every day, providing a decent +10 [[mood]].  &lt;br /&gt;
* [[Psychite tea]] can be consumed every two days, providing an additional +12 mood.  &lt;br /&gt;
* If an [[ambrosia]] sprout happens, 200 or so ambrosia can be harvested and one consumed every 2 days (actually 1.6) for +5 mood.  &lt;br /&gt;
* [[Smokeleaf joint]]s can also be smoked every 2 days, providing a +12 boost, but also massively reduces consciousness, and should thus be used sparingly.&lt;br /&gt;
* [[Penoxycyline]] should be taken every 5 or 6* days to mitigate 3 dangerous diseases, however this might not be worth it if the current [[biome]] has a disease frequency less than 0.5.  &lt;br /&gt;
:: (* Penoxycyline lasts ~5.556 days, so it's up to you whether to take it a bit too often, or risk that down time.)&lt;br /&gt;
&lt;br /&gt;
Hard drugs should only be consumed in an emergency: &lt;br /&gt;
* [[Yayo]] is useful for periods of heavy mood penalties such as family deaths and for difficult or lengthy combats. Providing a massive +35 mood, +10% [[Moving]], halving [[pain]], providing 80% [[recreation]] and both refilling the [[Rest]] need by 40% and reducing further Rest loss. It is a strong mood controller and a fairly potent combat drug, making pawns better fighters and preventing them from breaking, but with a 1 percent addiction chance each time, regardless of tolerance, it is not without risk. It also pales in comparison to go-juice in combat potential.&lt;br /&gt;
* [[Flake]] should almost never be smoked although it is cheaper and provides the same mood buffs, it has a gigantic 5% addiction chance each. A key exception are perhaps Guests, as they will leave shortly and there is little practical downside to their their addiction.&lt;br /&gt;
* [[Go-juice]] is an exceptionally potent combat drug, significantly reducing pain and buffing several key [[capacity|capacities]] and almost every [[stat]]. it also restores a modest amount of [[psyfocus]] {{RoyaltyIcon}}. This is especially useful used when utilizing [[kiting]] combat tactics, as it increases the speed of a pawn by 50 percent.  &lt;br /&gt;
* [[Wake-up]] is very useful in situations where something needs to be finished as soon as possible or when a pawn cannot stop working, such as constructing [[solar panel]]s during a toxic fallout power shortage, or letting your doctor keep saving lives after a devastating raid. It not only makes pawns work faster and better, it provides a full nights rest and significantly reducing rest fall rate, allowing pawns to work for almost three days straight.&lt;br /&gt;
&lt;br /&gt;
During the late game, when silver is plentiful, you can have two or three [[luciferium]] addicted colonists. Alternatively, you can go wild and just get everybody addicted to every drug in-game.&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
Drugs, especially hard drugs, can be manufactured and sold for a large profit. Below are the optimal types of drugs for sale.&lt;br /&gt;
=== Psychoid-Type ===&lt;br /&gt;
[[Yayo]] costs 8 [[Psychoid leaves]] and is valued at 21 silver each. It weighs 50 grams and takes 6 work to make. On the other hand, [[flake]] takes 4 psychoid leaves and is valued at 14 silver each. It also weighs 50 grams and takes 5 work to make. [[Psychite tea]], however, is the most inefficient. It takes the same amount of leaves as flake, but is 4 silver less valuable than it. On the market, flake is worth 2/3&amp;lt;sup&amp;gt;rds&amp;lt;/sup&amp;gt; the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver.&lt;br /&gt;
&lt;br /&gt;
=== Other Hard Drugs ===&lt;br /&gt;
[[Wake-up]] and [[Go-juice]] are both made from 2 [[neutroamine]], with go-juice costing an additional unit of [[yayo]]. Wake-up is valued at 28 silver and takes 14 units of work to make. Go-juice is valued at 53 silver and takes 50 units of work to make. Because these hard drugs use [[neutroamine]] for production, it is generally unadvised to use these as profit drugs because neutroamine is both expensive and can not be made. It is better used for high-quality [[medicine]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Drug  !! Ingredients !! Work to Make || Minimum Skills !! Market Value&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]         &lt;br /&gt;
| {{Required Resources|Wake-up|sep=&amp;amp;nbsp;+|simple=1}}         || {{Ticks|{{Q|Wake-up|Work To Make}} }} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}} || {{Q|Wake-up|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Penoxycyline]]    &lt;br /&gt;
| {{Required Resources|Penoxycyline|sep=&amp;amp;nbsp;+|simple=1}}    || {{Ticks|{{Q|Penoxycyline|Work To Make}} }} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}} || {{Q|Penoxycyline|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]           &lt;br /&gt;
| {{Required Resources|Flake|sep=&amp;amp;nbsp;+|simple=1}}           || {{Ticks|{{Q|Flake|Work To Make}} }} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}} || {{Q|Flake|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]            &lt;br /&gt;
| {{Required Resources|Yayo|sep=&amp;amp;nbsp;+|simple=1}}            || {{Ticks|{{Q|Yayo|Work To Make}} }} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}} || {{Q|Yayo|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]    &lt;br /&gt;
| {{Required Resources|Psychite tea|sep=&amp;amp;nbsp;+|simple=1}}    || {{Ticks|{{Q|Psychite tea|Work To Make}} }} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}} || {{Q|Psychite tea|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] &lt;br /&gt;
| {{Required Resources|Smokeleaf joint|sep=&amp;amp;nbsp;+|simple=1}} || {{Ticks|{{Q|Smokeleaf joint|Work To Make}} }} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}} || {{Q|Smokeleaf joint|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]        &lt;br /&gt;
| {{Required Resources|Go-juice|sep=&amp;amp;nbsp;+|simple=1}}        || {{Ticks|{{Q|Go-juice|Work To Make}} }} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}} || {{Q|Go-juice|Market Value Base}} {{Icon Small|Silver}} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Beer]]            &lt;br /&gt;
| {{Required Resources|Beer|sep=&amp;amp;nbsp;+|simple=1}}            || {{Ticks|{{Q|Beer|Work To Make|-}} }} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Social drugs ==&lt;br /&gt;
{{List|Social Drug}}&lt;br /&gt;
&lt;br /&gt;
== Hard drugs ==&lt;br /&gt;
{{List|Hard Drug}}&lt;br /&gt;
&lt;br /&gt;
== Medical drugs ==&lt;br /&gt;
{{List|Medical Drug}}&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Malaria&amp;diff=104723</id>
		<title>Malaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Malaria&amp;diff=104723"/>
		<updated>2022-06-14T14:03:45Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Overcoming Malaria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Malaria]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Malaria is a [[disease]] in RimWorld that can be contracted by colonists in any biome, but it's easier to contract in the jungle. General symptoms include impaired consciousness, blood filtration - and eventually pain, vomiting, and impaired manipulation. Advanced symptoms include frequent vomiting along with a loss of consciousness, and death. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
As there's no reliable way to calculate the time to develop immunity due to Malaria's nature, the figures are calculated assuming 91.35% blood filtration (the 'average' blood filtration throughout all stages of the disease), giving the closest possible to a perfectly accurate result.&lt;br /&gt;
&lt;br /&gt;
If left untreated, Malaria can kill the affected person in 2.701 days from discovery. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It takes around 3.106 days to develop immunity to Malaria; assuming the affected colonist is rested in an ordinary bed for the whole time, has nothing else affecting blood filtration, is well-fed, and under the age of 40.&lt;br /&gt;
&lt;br /&gt;
[[Penoxycyline]] prevents colonists from catching the disease, but does nothing to stop a malaria infection already in progress.&lt;br /&gt;
&lt;br /&gt;
==Stages==&lt;br /&gt;
&lt;br /&gt;
====Minor - Severity: 0.0 - 0.77====&lt;br /&gt;
*-10% [[Blood Filtration]]&lt;br /&gt;
*-5% [[Consciousness]]&lt;br /&gt;
&lt;br /&gt;
====Major - Severity: 0.78 - 0.9====&lt;br /&gt;
*Vomiting every 1.5 days (36 hours) on average.&lt;br /&gt;
*+30% [[Pain]]&lt;br /&gt;
*-20% [[Blood Filtration]]&lt;br /&gt;
*-12% [[Consciousness]]&lt;br /&gt;
*-8% [[Manipulation]]&lt;br /&gt;
&lt;br /&gt;
====Extreme - Severity: 0.91 - 0.99====&lt;br /&gt;
*Vomiting every 0.75 days (18 hours) on average.&lt;br /&gt;
*Loss of [[Consciousness]]&lt;br /&gt;
*+30% [[Pain]]&lt;br /&gt;
*-22% [[Blood Filtration]]&lt;br /&gt;
*-10% [[Manipulation]]&lt;br /&gt;
&lt;br /&gt;
====Extreme - Severity: 1====&lt;br /&gt;
*Death&lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
*When not immune, severity increases by 0.3702 per day.&lt;br /&gt;
*When immune, severity decreases by 0.7297 per day.&lt;br /&gt;
*Immunity increases by 0.3145 per day when sick.&lt;br /&gt;
*Treatment slows progression by a maximum of 0.232 per day.&lt;br /&gt;
&lt;br /&gt;
==Overcoming Malaria==&lt;br /&gt;
{{See also|Immunity Gain Speed}}&lt;br /&gt;
It's especially important that affected colonists are rested while they fight off Malaria due to its effect on Blood Filtration, and that you have plenty of medicine and a skilled doctor in hand. As with any other disease, you'll also want to make sure that the patient is well fed, rests as much as possible, and that they're promptly treated.&lt;br /&gt;
&lt;br /&gt;
Treatment is administered once every 12 hours.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cure malaria with the medic cycle of a [[Biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
=== Normal people ===&lt;br /&gt;
You will need at least 7% average treatment quality in order to sufficiently slow down Malaria's progress to the point where it doesn't kill the patient.&lt;br /&gt;
&lt;br /&gt;
Alternatively, resting in a [[hospital bed]] with [[vitals monitor]] connected allows colonists to survive without treatment; this is not generally recommended, however, as it is far slower than active treatment.&lt;br /&gt;
&lt;br /&gt;
=== Extremely vulnerable ===&lt;br /&gt;
For those with a base immunity gain rate of 37% or less, there is no chance that they will be able to survive malaria normally, even with 100% treatment quality for all treatments and rest in a hospital bed with vitals monitor connected. This includes some people with kidney and liver damage, whether it is physical or chemical damage.&lt;br /&gt;
&lt;br /&gt;
To save the colonist you can do the following:&lt;br /&gt;
* Administer [[healer mech serum]] - instantly treats the disease&lt;br /&gt;
* Administer [[luciferium]] - if pawn has 22% or more immunity gain speed remaining initially, this gives pawn a chance to survive&lt;br /&gt;
* Perform an [[Health#Transplants|organ transplant]] for pawns with damage to their [[liver]] or [[kidney]]s. There are no direct [[Artificial body parts#Body - Organs|artificial replacements]] for these organs, so you will have to acquire a &amp;quot;[[Human resources#Organ harvesting|donor]]&amp;quot;.&lt;br /&gt;
* Install up to two [[immunoenhancer]]s {{RoyaltyIcon}} for 8% per enhancer installed. Note that these require a kidney to be present for them to be installed into, so a transplant might be required if they are missing. Damaged kidneys are sufficient however.&lt;br /&gt;
* Place the patient in a [[cryptosleep casket]] until you have one of the above.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In an earlier version (Alpha 17?) sufficiently good treatment could cause malaria to regress. This combined with the fact that malaria had a hidden stage back then meant that the disease could be &amp;quot;cured&amp;quot; and subsequently reappear several times, until the pawn finally gains immunity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=104647</id>
		<title>Luciferium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=104647"/>
		<updated>2022-06-08T21:26:03Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: biosculpter can slow down the need&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Luciferium&lt;br /&gt;
| image = Luciferium.png|Luciferium&lt;br /&gt;
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.&amp;lt;br&amp;gt;After the first dose, there is no way to get the mechanites out, ever.&amp;lt;br&amp;gt;On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Medical Drug&lt;br /&gt;
| marketvalue = 70&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.01&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| addictiveness = 1&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Luciferium&lt;br /&gt;
| drug category = medical&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Thing/Drug/Luciferium&lt;br /&gt;
| label = luciferium&lt;br /&gt;
| parent name = DrugPillBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = spacer&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| blood filtration offset = 0.7&lt;br /&gt;
| blood pumping offset = 0.15&lt;br /&gt;
| breathing offset = 0.1&lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| metabolism offset = 0.2&lt;br /&gt;
| moving offset = 0.05&lt;br /&gt;
| pain factor = 0.8&lt;br /&gt;
| sight offset = 0.15&lt;br /&gt;
}}&lt;br /&gt;
'''Luciferium''' is a rare, powerful, expensive and dangerous drug that can either be purchased, dropped by [[raiders]] or found in [[Ancient shrine]]. There is no way to produce it. Luciferium's main use is to save one's life with a dramatic blood filtration improvement, but it also affects most of the other capacities. Additionally, Luciferium can heal old scars, permanent injuries and all [[Ailments#Chronic|chronic health conditions]], as long as the part is not destroyed or missing. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
&lt;br /&gt;
Luciferium has to be taken every 6.667 days, otherwise the mechanites in Luciferium will lose cohesion and a withdrawal will begin that will inevitably lead to violent and ultimately fatal insanity if the addiction is not fed. In order to safely prevent this, create a Luciferium drug policy which is set not to satisfy addiction, but instead to take it every 6 days, and pocket 1 extra so that it can be taken as soon as possible. '''Note:''' When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.&lt;br /&gt;
&lt;br /&gt;
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.&lt;br /&gt;
&lt;br /&gt;
Luciferium addiction cannot be removed with the [[healer mech serum]] and a colonist resurrected via the [[resurrector mech serum]] will remain addicted.&lt;br /&gt;
&lt;br /&gt;
Putting a colonist into a [[Cryptosleep casket]] or a [[Biosculpter_pod|Biosculpter pod]] will suspend their Luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building, you can look for [[ancient shrine]]s, as they have cryptosleep caskets.&lt;br /&gt;
&lt;br /&gt;
== Detailed effects ==&lt;br /&gt;
* Improved [[blood filtration]] (+70%)&lt;br /&gt;
* Improved [[metabolism]] (+20%)&lt;br /&gt;
* Improved [[blood pumping]] (+15%)&lt;br /&gt;
* Improved [[sight]] (+15%)&lt;br /&gt;
* Improved [[consciousness]] (+10%)&lt;br /&gt;
* Improved [[breathing]] (+10%)&lt;br /&gt;
* Improved [[moving]] (+5%)&lt;br /&gt;
* Reduced [[pain]] (x80%)&lt;br /&gt;
* 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness)&lt;br /&gt;
&lt;br /&gt;
== Side effects ==&lt;br /&gt;
Luciferium has no side-effects other than the withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal symptoms==&lt;br /&gt;
Luciferium withdrawal is the worst out of any drug, as it's the only drug that will eventually kill if not taken regularly. Although it doesn't have as sizable of an impact in terms of capacities compared to drugs such as psychite, wake-up or go-juice, luciferium withdrawal is always fatal. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium. Typical withdrawal symptoms include ''very'' frequent berserk mental breaks, acute pain, and impaired consciousness. Advanced withdrawal symptoms include death in an average time of 10 days after withdrawal starts. Unlike other withdrawals, Luciferium withdrawal doesn't directly affect mood.  Instead, it indirectly affects mood with the 'Intense Pain' thought.&lt;br /&gt;
&lt;br /&gt;
'''Detailed symptoms'''&lt;br /&gt;
* Intense [[pain]] (+40%) (-15 mood)&lt;br /&gt;
* Impaired [[consciousness]] (80% max)&lt;br /&gt;
* Berserk [[mental break]]s (''mtb of 0.4 days'')&lt;br /&gt;
* Death (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Luciferium is considered to in the [[Lore#Tech_levels|&amp;quot;Ultra&amp;quot; tech level]].&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing Frail. Now, lucifierum can remove all chronic health conditions.&lt;br /&gt;
* [[Version/1.1.2610|1.1.2610]] -  Reduced market value from 120 to 70.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Medical Drug]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=104350</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=104350"/>
		<updated>2022-06-06T00:07:44Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Manhunter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' may occur randomly when a pawns's negative thoughts outweigh their positive thoughts enough to push their overall [[mood]] below their [[Mental Break Threshold]]. Note that this is related to the sum of all the thoughts a pawn has, so small penalties can quickly add up to large effects on a pawn's stability. &lt;br /&gt;
&lt;br /&gt;
During any break, a colonist cannot be given priority orders, be drafted, nor controlled in any way; the colonist is acting completely beyond the control of the player until they recover from their break.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific colonist's mental break thresholds are affected by various [[traits]], which can raise or lower those thresholds depending on various permanent personal or variable environmental factors. Different traits are all additive, but the minor break threshold is capped between 1% to 50%; it can't get any better or worse than that. &lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold).{{Check Tag|Fact Check/Clarification|Are these ratios maintained when the theshold is modified (e.g. by traits) or are these only the ratios for default? If the former, specify here. If the latter, remove the ratios}} The ''default'' mental break thresholds are:&lt;br /&gt;
*Minor break threshold: 35%&lt;br /&gt;
*Major break threshold: 20%&lt;br /&gt;
*Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
The severity of a mental break depends on how far below their threshold they are:&lt;br /&gt;
&lt;br /&gt;
*Below their base mental break threshold, they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
*Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
*Below their minor break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
While a colonist is experiencing a mental break, you have no direct control over them, but you can [[drafting|draft]] another colonist to attempt to arrest said colonist. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, this will cause the loss of his/her colony membership status, removing the pawn from your colonist bar. Releasing them will return them back to the colony, but eliminates the catharsis bonus, instead yielding a 'was imprisoned' negative thought that can lead to further mental breaks.&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by inflicting unconsciousness, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonist(s) who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]]. This also does not grant the Catharsis mood buff unless the pawn is going berserk.&lt;br /&gt;
&lt;br /&gt;
* While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for minor breaks, red for major or extreme.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert to your control as normal, though different experiences during the mood may carry over in the form of long-term [[mood]]s. Afterwards, they'll usually get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will also have a chance to receive an inspiration after a mental break ends. It is currently unknown if this applies to non-colonist pawns.&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever meals they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]]. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this more often.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days (4 hrs) &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out and refusing to satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bed assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly insult one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to -33 mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
Social drug binges will also occasionally happen for those with the [[Traits#ChemicalInterest|chemical interest]] trait regardless of mood, and still applies the catharsis thought afterwards.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own.&lt;br /&gt;
&lt;br /&gt;
The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to melee attack prisoners until they are downed (or killed).&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus.&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed a corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to go berserk, melee attacking any living creature near them. The pawn will not intentionally kill anything (although unlucky hits may still result in death), instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Pawns with the [[traits#Pyromaniac|pyromaniac trait]] will occasionally suffer this mental break regardless of mood (though it will happen less frequently as mood increases). As of Beta 18, pyromaniacs no longer gain the Catharsis thought after fire starting sprees.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Traits#Drug Desire|chemical fascination]] trait will occasionally suffer this break regardless of mood, and still gain the catharsis mood afterwards (if they don't die from an overdose).&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonia===&lt;br /&gt;
Causes the pawn to enter a catatonic state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonia is technically a health condition, usage of the [[healer mech serum]] can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to incite a prison break.&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them a [[Prisoner#Prison_breaks|prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or incapacitated before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.&lt;br /&gt;
#Immediately rescuing the murder target once they are downed causes the murderous pawn to select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to incapacitate.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait, however more testing is needed.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return the colony after having this break, but before they have left the map. It is currently unclear what controls the rate of this occurance. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.2 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.02 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the likes. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs}} on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.3 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=104021</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=104021"/>
		<updated>2022-05-31T17:57:22Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Acquisition */ fixed links/typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
#  Pawns who get blinded through a Satisfying or Spectacular [[Rituals|Blinding Ceremony]] have a chance to get a psylink level, even if the pawns in question have a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawns [[Bionic_eye|get]] [[Biosculpter_pod#Bioregeneration|their]] [[Healer_mech_serum|sight]] [[Resurrector_mech_serum|back]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] - note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0$  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+50%+30%+75%+60%+30%+23%+15%+25%|488%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 488/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing.}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm.}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, nlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=104020</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=104020"/>
		<updated>2022-05-31T17:53:02Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Acquisition */ Blindsight ritual&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
#  Pawns who get blinded through a Satisfying or Spectacular [[Blinding Rituals|ceremony]]{{IdeologyIcon}} have a chance to get a psylink level, even if the  the pawn in question has a different [[Ideoligion]] without the [[Blindsight]] meme. The ceremony can be performed again if the pawn [[Bionic_eye|get]] [[Biosculpter_pod#Bioregeneration|their]] [[Healer_mech_serum|sight]] [[Resurrector_mech_serum|back]].&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] - note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0$  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+50%+30%+75%+60%+30%+23%+15%+25%|488%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 488/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing.}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm.}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, nlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=104007</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=104007"/>
		<updated>2022-05-27T18:14:58Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Tactics */  capturing bleeding fleeing enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through [[Quests|questing]]&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
or simpler:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming 100% psychic sensitivity, this in the following: &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Limit&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recovery Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%.  In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.&lt;br /&gt;
&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Multiplier !! Base rate&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.000x&lt;br /&gt;
| {{#expr: 0.54*1}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.125x&lt;br /&gt;
| {{#expr: 0.54*1.125}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.250x&lt;br /&gt;
| {{#expr: 0.54*1.250}}0/s &lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.375x&lt;br /&gt;
| {{#expr: 0.54*1.375}}/s &lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.500x&lt;br /&gt;
| {{#expr: 0.54*1.500}}00/s &lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.625x&lt;br /&gt;
| {{#expr: 0.54*1.6250}}/s &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:&lt;br /&gt;
&lt;br /&gt;
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.&lt;br /&gt;
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.&lt;br /&gt;
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.&lt;br /&gt;
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.&lt;br /&gt;
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so.  Animal age and body size do not affect this rate either.  This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;day&amp;quot; in the context of &amp;quot;psyfocus per day of meditation&amp;quot; is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is &amp;gt;50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] - note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycasting stat modifiers ===&lt;br /&gt;
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | +0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|D}}&lt;br /&gt;
| +{{#expr: 30/100 * 30 * 2.6666 round 0}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0$  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+50%+30%+75%+60%+30%+23%+15%+25%|488%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 488/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Burden&amp;quot;&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing.}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm.}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Painblock&amp;quot;&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target [[Pain]] Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Chunk skip&amp;quot;&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Solar pinhole&amp;quot;&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Lights up a {{#expr:{{Lit Radius|15|{{#expr:217+217+208}}}} round 2}} tile area around it.&lt;br /&gt;
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a [[heater]] or [[campfire]]), but only when the temperature is below 20°C.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|- id=&amp;quot;Blinding pulse&amp;quot;&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Not in game-files, needs in-game testing}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm}} &lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Waterskip&amp;quot;&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|- id=&amp;quot;Neural heat dump&amp;quot;&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 &lt;br /&gt;
* Selected allied target within line-of-sight and 25 tiles falls into coma. Target does not require psylink to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|- id=&amp;quot;Beckon&amp;quot;&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|- id=&amp;quot;Chaos skip&amp;quot;&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Vertigo pulse&amp;quot;&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Smokepop&amp;quot;&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter [[smoke]] cloud at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Skip&amp;quot;&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target, pawn or item, is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Focus&amp;quot;&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.''{{Sic}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Wallraise&amp;quot;&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.&lt;br /&gt;
** Walls cannot intersect other walls, but will shunt items out of the way.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours.&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|- id=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Flashstorm&amp;quot;&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a [[Weather|flashstorm]] at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Invisibility&amp;quot;&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Berserk pulse&amp;quot;&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|- id=&amp;quot;Mass chaos skip&amp;quot;&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|- id=&amp;quot;Skipshield&amp;quot;&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. See [[#Tactics|below]] for image. Does not {{Hover title|E.g. from mortars, orbital bombardment targeters, or aerodrone strikes or salvos|block non-ground-level projectiles}}.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|- id=&amp;quot;Manhunter pulse&amp;quot;&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|- id=&amp;quot;Word of trust&amp;quot;&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|- id=&amp;quot;Word of joy&amp;quot;&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|- id=&amp;quot;Word of love&amp;quot;&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|- id=&amp;quot;Word of serenity&amp;quot;&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|- id=&amp;quot;Word of inspiration&amp;quot;&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|- id=&amp;quot;Farskip&amp;quot;&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|- id=&amp;quot;Neuroquake&amp;quot;&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| &lt;br /&gt;
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. &lt;br /&gt;
* -12 mood for all pawns present&lt;br /&gt;
* -10 Faction Relations  for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* -75 Faction Relations if berserk affects allies.&lt;br /&gt;
* Caster put in coma for 5 days.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 12s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;5 day coma&lt;br /&gt;
|| User&lt;br /&gt;
|| 60 tile radius&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
[[File:Skip  shield radius.jpg|thumb|right|175px|Radius of the skipshield with unshielded area denoted in red, partially shielded areas in gold (see Note left).&amp;lt;br&amp;gt; Note that despite the shield visually extending beyond the tiles, it does not protect them.]]&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
*'''Skipshield''' is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a &amp;quot;shadow&amp;quot; - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, nlike the [[low-shield pack]], a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to &amp;quot;switch off&amp;quot; any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a [[doomsday rocket launcher]]-armed [[raider]] drop-pods into the middle of your pawns.  &lt;br /&gt;
** The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against [[termite]]s and other breach raids for a short period to prevent breaches, or buy time.  &lt;br /&gt;
** '''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.&lt;br /&gt;
**Use it when mining deep underground to avoid the darkness work speed penalty.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. &lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.&lt;br /&gt;
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle&lt;br /&gt;
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
**Can also be useful to pull an enemy ranged out of an ancient danger.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
**Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they colapse from blood loss.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.&lt;br /&gt;
**Walling in vulnerable pawns far from the base (requires two)&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.  Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired.  Damage incurred from each other also will not cause them to go manhunter.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
**Cast on snipers to aggro sieges or mech clusters.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump.&lt;br /&gt;
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.&lt;br /&gt;
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. &lt;br /&gt;
**Only skips things to a location within line of sight of their starting position.  However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).&lt;br /&gt;
**Note that &amp;quot;line of sight&amp;quot; operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it.  Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.&lt;br /&gt;
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns.  The brief stun when the target arrives at the new location can permit time to react, however.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. &lt;br /&gt;
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.&lt;br /&gt;
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.&lt;br /&gt;
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly&lt;br /&gt;
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.&lt;br /&gt;
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity.  1.3 also reduced the range from the entire map to a 60-tile radius around the caster.&lt;br /&gt;
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming.&lt;br /&gt;
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].&lt;br /&gt;
** Since this trait counts it as a &amp;quot;kill&amp;quot; when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.&lt;br /&gt;
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] Initial Release - Introduced.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Major Rebalance to several psycasts.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Desired psyfocus level now configurable  and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_leg&amp;diff=104005</id>
		<title>Bionic leg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_leg&amp;diff=104005"/>
		<updated>2022-05-27T15:29:17Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|&lt;br /&gt;
| name = Bionic leg&lt;br /&gt;
| image = Health item bionic.png|Bionic leg&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue  = 1030&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}{{Info|Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's [[Move Speed|move speed]] by 12.5% for each one installed.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic legs 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}}]] of {{P|Skill 1 Level}}&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Summary stuff goes here&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Bionic legs don't contain subparts like natural legs do. Any damage received by them will always be applied to their main 30 HP hit bar instead of being spread through their subparts. As a result, they are more likely to be destroyed in combat. On another hand, bionic legs that get damaged but not destroyed don't cause any bleeding or pain and they will never be scarred or loose a toe. Furthermore, the 25% bonus to move speed means that they will remain effective even after getting damaged.&lt;br /&gt;
&lt;br /&gt;
For for all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map over researchers who sit in one place. For people who dislike using killboxes, these can be utilized in the [[kiting]] tactic.&lt;br /&gt;
As with all bionics, it will give a mood buff to anyone with the [[Traits#Body modder|Body modder]] trait and a heavy penalty to anyone with the [[Traits#Body purist|Body purist]] trait.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency but is now craftable.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_arm&amp;diff=104004</id>
		<title>Bionic arm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_arm&amp;diff=104004"/>
		<updated>2022-05-27T15:27:05Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: adding recieved damage info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic arm&lt;br /&gt;
| image = Health item bionic.png|Bionic arm&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Fist&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| MeleeWeaponAverageDPS = 6&lt;br /&gt;
| MeleeWeaponAverageAP = 18&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| damage type = Blunt&lt;br /&gt;
| mass = 5&lt;br /&gt;
| marketvalue = 1030&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| &lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''bionic arm''' is an [[artificial body part]] that acts as a replacement for a pawn's natural arm, increasing [[Manipulation]] by 12.5% per arm while also offering a slightly more powerful punch attack and acting as a [[body part weapon]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic arms 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}}]] of {{P|Skill 1 Level}}&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of 12.5% for each bionic arm installed. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]].&lt;br /&gt;
&lt;br /&gt;
A bionic arm also replaces the natural &amp;quot;Fist&amp;quot; attack all [[Human]]s have with an almost 50% more powerful, but otherwise equivalent, punch.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|{{PAGENAME}}|32}}&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
| {{P|Attack 1 Damage}}&lt;br /&gt;
| {{P|MeleeDPS}}&lt;br /&gt;
| {{P|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2 medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2500}} of work, 2 medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|Tiny analysis. What jobs benefit? Who should get it first? Does it benefit melee or ranged? Its effect on armor coverage etc etc etc}}&lt;br /&gt;
Since bionic arms increase a pawn's [[manipulation]] capacity, it is advised to install them onto colonists with a high skill level in [[Skills|Crafting]] or [[Doctoring|Medicine]] since those skills depend greatly on manipulation. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster (note that quality of crafted items is unaffected by the stat). If that option is not available, colonists with high [[Skills|Construction]], [[Skills|Mining]], [[Skills|Plants]] or [[Skills|Artistic]] skills will also benefit quite well from the upgrade while not compromising in the [[moving]] capacity, unlike more specialized bionics such as the {{RoyaltyIcon}} [[Drill arm]] or the {{RoyaltyIcon}} [[Field hand]].&lt;br /&gt;
&lt;br /&gt;
Bionic arms don't contain subparts like natural arms do. Any damage received by them will always be applied to their main 30 HP hit bar instead of being spread through their subparts. As a result, they are more likely to be destroyed in combat. On another hand, bionic arms that get damaged but not destroyed don't cause any bleeding or pain and they will never be scarred or loose a finger. Furthermore, the 25% bonus to manipulation means that they will remain effective even after getting damaged.&lt;br /&gt;
&lt;br /&gt;
As with all bionics, it will give a mood bonus to anyone with the Body modder [[traits|trait]] and a heavy penalty to anyone with the Body purist trait. Similar effects are also applied to pawns following an {{IdeologyIcon}} [[ideoligion]] with a [[Ideoligion#Body_modification|Body Modification]] [[Ideoligion#Precepts|precept]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency (from 140%) but is now craftable.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sheep&amp;diff=103997</id>
		<title>Sheep</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sheep&amp;diff=103997"/>
		<updated>2022-05-25T18:38:16Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Production */  Updated that part for the new pen system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Sheep&lt;br /&gt;
|image = Sheep.png&lt;br /&gt;
|description = Sheep husbandry is practised throughout the majority of the inhabited worlds, however only recently it has been introduced to the rimworlds. Domestic sheep are relatively small herbivores, usually with yellowish wool and medium sized horns.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 4.8&lt;br /&gt;
|min comfortable temperature = -20&lt;br /&gt;
|max comfortable temperature = 45&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 210&lt;br /&gt;
|filth rate = 8&lt;br /&gt;
|woolname = sheep wool&lt;br /&gt;
|sheartime = 10&lt;br /&gt;
|wool = 45&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|bodysize = 0.75&lt;br /&gt;
|healthscale = 0.7&lt;br /&gt;
|hungerrate = 0.225&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|leathername = plainleather&lt;br /&gt;
|wildness = 0&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0&lt;br /&gt;
|roamMtb = 5&lt;br /&gt;
|trainable = none&lt;br /&gt;
|gestation = 5.661&lt;br /&gt;
|offspring = 1-2&lt;br /&gt;
|avg offspring = 1.318&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|lifespan = 12&lt;br /&gt;
|juvenileage = 0.25&lt;br /&gt;
|maturityage = 0.3333&lt;br /&gt;
|tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
|attack1dmg = 14&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2.9&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack2dmg = 6&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front left leg&lt;br /&gt;
|attack3dmg = 6&lt;br /&gt;
|attack3type = Poke&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = front left leg&lt;br /&gt;
|attack4dmg = 6&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front right leg&lt;br /&gt;
|attack5dmg = 6&lt;br /&gt;
|attack5type = Poke&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = front right leg&lt;br /&gt;
|attack6dmg = 8&lt;br /&gt;
|attack6type = Bite&lt;br /&gt;
|attack6cool = 2&lt;br /&gt;
|attack6part = teeth&lt;br /&gt;
|attack6chancefactor = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Sheep''' are easily tameable [[herbivore]]s with a medium movement speed. Males of the species are referred to as '''Rams''' and can be distinguished by their rounded horns, while females are referred to as '''Ewes''' and lack horns. Babies of either gender appear identical to ewes and are referred to as '''Lambs'''.&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
Sheep can join the player in a random event, or bought from [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Sheep purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Sheep can be sheared once every 10 days, giving 45 pieces of [[Sheep wool]] worth 122 [[silver]]. That's the same amount of wool as [[alpaca]]s, but sheep have a lower hunger rate, have less valuable wool and produce less meat and leather when slaughtered.&lt;br /&gt;
&lt;br /&gt;
See [[Animals#Products|animal products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SheepFemale east.png|Ewe&lt;br /&gt;
SheepMale east.png|Ram&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm animal]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slave_collar&amp;diff=103489</id>
		<title>Slave collar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slave_collar&amp;diff=103489"/>
		<updated>2022-05-04T02:25:45Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main&lt;br /&gt;
| name = Slave collar&lt;br /&gt;
| image = Slave collar.png|Slave collar&lt;br /&gt;
| description = An uncomfortable collar made for slaves. It reminds the wearer of their slave status and psychologically suppresses them, reducing the chance of a slave rebellion.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| stuff tags = Metallic, Leathery&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0&lt;br /&gt;
| armorsharpfactor = 0&lt;br /&gt;
| armorbluntfactor = 0&lt;br /&gt;
| armorheatfactor = 0&lt;br /&gt;
| coverage = Neck&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| mass base = 0.14&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = Slave&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Slave collars''' are a form of [[clothing]] added by the [[Ideology DLC]]. It covers the neck and provides additional [[slave|slave suppression]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Slave collars can only be made at [[Electric tailor bench|electric]] or [[hand tailor bench]]es which require [[Research#Complex clothing|Complex Clothing]] to be researched in order to be constructed. Each collar requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Increases the suppression offset of the wearer by 0.15, equivalent to, and stacking with, the [[slave body strap]].&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Traits#Masochist|Masochist]] trait get a +2 [[mood]] boost from wearing this item.&lt;br /&gt;
&lt;br /&gt;
Notably, the slave collar occupies the [[Clothing Layers|Headgear layer]] but only the [[Table of Human Body Parts|neck body part]]. As covering the neck is relatively rare for headgear items, this means that the slave collar can be worn in addition to almost all other items. Currently, it only conflicts with the {{#Ask: [[Layer::Headgear]] [[Coverage::~*Neck*]] [[Name::!Slave collar]]}}.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
As it offers no protection or insulation and doesn't take the place of any other item with the sole exception of the [[broadwrap]], which itself has many viable alternatives, there is no reason not to outfit all slaves and all masochists with this item besides the initial small cost of 25 [[stuff]]. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the constant slave suppression it provides is highly useful, making it a keystone in most slaver colonies. The masochist mood boost of +2 is admittedly minor, but it lasts until the collar itself deteriorates and costs practically nothing, making it a very cost effective choice.&lt;br /&gt;
&lt;br /&gt;
If the Slave Collar is made from [[Human leather]], colonists that wear it will get the corresponding mood effects. This can be a cheap way to give a small +1 to +2 mood buff to pawns with the Bloodlust or Cannibal traits or with a cannibal [[Ideoligion]]. &lt;br /&gt;
&lt;br /&gt;
For all other pawns, the collar is essentially useless. It offers no protection, even when made of materials that logically should such as [[steel]], nor any insulation. It doesn't weigh much nor does it harm the user in anyway but there is simply no reason to equip it.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kibble&amp;diff=102329</id>
		<title>Kibble</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kibble&amp;diff=102329"/>
		<updated>2022-04-10T11:26:17Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Meal&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Kibble&lt;br /&gt;
| description = Kibble animal feed made from mixed meat and plant sources.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic path = Things/Item/Resource/Kibble&lt;br /&gt;
| label = kibble&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters =&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| preferability = RawBad&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 1.1&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| work to make base = 8&lt;br /&gt;
| mass = 0.015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Kibble''' is a kind of [[animal]] feed. It can only be made by a [[Menus#Cook|cook]] at a [[butcher spot]] or [[butcher table]]. No minimum cooking skill is required to create it. The recipe requires 1 unit of nutrition from vegetarian items and 1 unit of nutrition from meat and/or animal products. A completed bill produces 50 kibble at a butcher table, but only 35 at a butcher spot. &lt;br /&gt;
&lt;br /&gt;
Kibble restores only 0.05 [[saturation]] each, but up to 20 can be consumed in one sitting. Kibble never spoils (though it can degrade if left outdoors), so kibble is a long-term and easily stored way to feed a large number of animals.}}&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooking kibble requires {{ticks|450}} of work for 50 units.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Producing Kibble requires 2.0 units of nutrition for ingredients and yields 2.5 units of nutrition as a result -- a 25% net nutrition gain.  This isn't very good compared to [[simple meal]]s (80% net nutrition gain) or [[pemmican]] (60% net nutrition gain), however:&lt;br /&gt;
* You can use [[hay]] for the vegetable ingredient.  [[Haygrass]] is the fastest growing plant in terms of nutrition / day, but can't be consumed (directly) by humans.&lt;br /&gt;
* Producing kibble is a great way to use human and insect meat without worrying about your colonists eating it.  Animals don't mind eating human or insect meat.&lt;br /&gt;
* Kibble can be used for animal training, contrarily to other transformed foods.&lt;br /&gt;
* Kibble never spoils, so you don't have to worry about it going bad from non-[[cooler|refrigeration]].&lt;br /&gt;
* Kibble is much less affected by [[Saturation#Rounding_Error_and_Eating_Thresholds|overeating rounding error]] than meals (though not pemmican), which is especially significant on animals with lower body sizes.&lt;br /&gt;
* Kibble requires substantially less work time than other recipes, and can be done at a butcher's table rather than requiring a fueled/powered kitchen.&lt;br /&gt;
* Since there is no chance for food poisoning, producing kibble is a safe way to train a no/low skill cook.&lt;br /&gt;
&lt;br /&gt;
Humans ''can'' eat kibble, but they'll get a [[Thoughts#Ate_kibble|-12 &amp;quot;Ate kibble&amp;quot; mood penalty]]. This is the only way for humans to eat hay. Note that if a human pawn eats Kibble made with insect or human meat they will get '''both''' the negative moodlet from eating kibble ''and'' from eating insect / human meat.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cocoa_tree&amp;diff=102269</id>
		<title>Cocoa tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cocoa_tree&amp;diff=102269"/>
		<updated>2022-04-07T14:23:39Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: Technically, they can be grown inside if the tile they are under is unroofed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|plant|&lt;br /&gt;
|name = Cocoa tree&lt;br /&gt;
|image = Cocoa_tree.png|Cocoa tree&lt;br /&gt;
|description = A tropical tree that produces chocolate, genetically engineered to sweeten its own product, and survive in slightly less-warm climates.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Tree&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 0.25&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|hp = 200&lt;br /&gt;
|flammability = 0.8&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|beauty outdoors = 2&lt;br /&gt;
|grow days = 16&lt;br /&gt;
|lifespanDaysPerGrowDays = 9&lt;br /&gt;
|sow work = 4000&lt;br /&gt;
|harvest work = 400&lt;br /&gt;
|product = chocolate&lt;br /&gt;
|yield = 20&lt;br /&gt;
|min sowing skill = 8&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 0.5&lt;br /&gt;
|nutrition = 1.5&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
Cocoa trees can be grown to produce [[chocolate]]. &lt;br /&gt;
&lt;br /&gt;
Cocoa trees aren't native to any biomes. Unlike most [[trees]], cutting them down does not yield any useful [[wood]]. Also when exposed to extreme temperatures, instead of going dormant like most other plants, they will die. Cocoa trees cannot be grown under a roof, which makes cultivation difficult in cold biomes.&lt;br /&gt;
&lt;br /&gt;
Planting cocoa trees requires the [[Research#Cocoa|Cocoa]] research to be completed.&lt;br /&gt;
==Growing==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Added in [[Version history#Recent_Version_:_Beta_19|Beta 19]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 1.25 -&amp;gt; 1.5&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=77208</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=77208"/>
		<updated>2020-11-23T09:47:06Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Tactics */  Siege exploit with skip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several dofferent methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, [[Quests|questing]] or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn hains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, limited only by finding psytrainers and the maximum number of possible psycasts.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]&lt;br /&gt;
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the &amp;quot;Neural Heat Limiter&amp;quot;, but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
The neural heat limit is affected by both the psycaster's the psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
&lt;br /&gt;
The equation for a pawn's neural heat limit is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast when the spare heat limit on the pawn exact equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit.  Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown.  The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit.  Psychic breakdowns come in 3 levels of severity:&lt;br /&gt;
&lt;br /&gt;
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)&lt;br /&gt;
&lt;br /&gt;
Psychic breakdowns last a variable number of days, depending on the severity.  Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.&lt;br /&gt;
&lt;br /&gt;
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit.  This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
 ''Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation'' - In-game Description.&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
With two exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20% per day. Similarly, the Kill-focused and Psy-meditative [[Template:Persona_traits|persona traits]] grant an instant +20% psyfocus on killing an enemy and an additional +10% psyfocus gain per day of meditation respectively&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain thier psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}}psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* Makes faction hostile when used on animals of allied caravans&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125s (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations.&lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]] or to improve [[Medical_Tend_Quality|tend quality]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than waterskip in that regard.&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough. As the coma duration scales with the caster's psychic sensitivity and the coma disables further casting making neural heat a non-issue, it is recommended to remove any [[Eltex|sensititivy increasing gear]] and to put on a [[Psychic foil helmet]] to minimize the time your caster is taken out of action. This coma duration reduction can be [https://www.reddit.com/r/RimWorld/comments/ja930a/optimizing_neuroquake_an_argument_for_psychically/ taken even further] with the right combination of equipment and traits, reducing the coma time to as little as an hour and a half. Possibly less.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2559|1.1.2559]]: Burden range 25-&amp;gt;30. Stun entropy cost 10-&amp;gt;12. Stun range 25-&amp;gt;20.&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]]: Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=76584</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=76584"/>
		<updated>2020-11-17T18:46:44Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Tactics */  Wallraise as an alternative for waterskip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several dofferent methods:&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, [[Quests|questing]] or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|&amp;quot;Natural&amp;quot;]] Meditation focus type&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn hains their first level, a level 2 psycast is learned when gaining their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, limited only by finding psytrainers and the maximum number of possible psycasts.&lt;br /&gt;
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
The neural heat limit is is then modified by a number of factors, including the psychic sensitivity and psylink level of the psycaster. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.&lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast when the spare heat limit on the pawn exact equals the casting cost.&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
 ''Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation'' - In-game Description.&lt;br /&gt;
&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.&lt;br /&gt;
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast it cannot be cast. There is no way to exceed this limit.&lt;br /&gt;
&lt;br /&gt;
With two exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20% per day. Similarly, the Kill-focused and Psy-meditative [[Template:Persona_traits|persona traits]] grant an instant +20% psyfocus on killing an enemy and an additional +10% psyfocus gain per day of meditation respectively&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;'''Anything'''&amp;quot;. Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for &amp;quot;'''Meditation'''&amp;quot; will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with &amp;quot;'''Work'''&amp;quot; and without them taking constant breaks to maintain thier psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its &amp;quot;'''Anything'''&amp;quot; times to meditate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[File:Anima tree.png|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[File:AnimusStone.png|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[File:GraveFull.png|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[File:Largestele.png|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[File:Grandstele.png|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[File:Wall wall.png|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[File:Brazier.png|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[File:Campfire.png|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[File:Torch lamp.png|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
[[File:Throne_south.png|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}}psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125s (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.&lt;br /&gt;
**Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.&lt;br /&gt;
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations.&lt;br /&gt;
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.&lt;br /&gt;
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.&lt;br /&gt;
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]] or to improve [[Medical_Tend_Quality|tend quality]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than waterskip in that regard.&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough. As the coma duration scales with the caster's psychic sensitivity and the coma disables further casting making neural heat a non-issue, it is recommended to remove any [[Eltex|sensititivy increasing gear]] and to put on a [[Psychic foil helmet]] to minimize the time your caster is taken out of action. This coma duration reduction can be [https://www.reddit.com/r/RimWorld/comments/ja930a/optimizing_neuroquake_an_argument_for_psychically/ taken even further] with the right combination of equipment and traits, reducing the coma time to as little as an hour and a half. Possibly less.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]]: Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flake&amp;diff=76497</id>
		<title>Flake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flake&amp;diff=76497"/>
		<updated>2020-11-17T01:35:58Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: Detailing withdrawal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Flake]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Flake&lt;br /&gt;
| description = A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Flake&lt;br /&gt;
| label = Flake&lt;br /&gt;
| market value base = 14&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 5&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.2&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset =&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.70&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset =&lt;br /&gt;
| pain factor =  0.50&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.20&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = &lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset =&lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Flake | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Flake | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Flake | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Flake | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Flake | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Flake | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Flake | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Flake | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A flaky substance that can be smoked to induce a short but powerful euphoric state. Flake provides an incredible +35 [[mood]] buff while it remains in the user's system. It is a cheaper and less powerful version of [[yayo]] but has a significantly higher [[Drugs#Addiction and Tolerance|addiction]] rate which makes using this drug somewhat impractical.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Flake can be manufactured at a [[drug lab]] using 4 [[psychoid leaves]].&lt;br /&gt;
&lt;br /&gt;
== Tolerance ==&lt;br /&gt;
If a pawn has a visible tolerance to psychite, they will develop [[chemical damage]] in the kidneys in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
Like [[Yayo]] and [[Psychite_tea|Psychite tea]], Flake can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* Mood -35&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -20%&lt;br /&gt;
* Manipulation -20%&lt;br /&gt;
* Rest Fall Rate +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
Compared to yayo, selling flake on the market is more efficient based on ingredient cost (33% more [[silver]] per psychoid leaf), but less efficient based on production time (20% less silver per [[Work To Make]]). Flake is the better choice when growing psychoid leaves is a greater bottleneck than turning them into drugs (e.g. where skilled growers or arable land are in short supply).&lt;br /&gt;
&lt;br /&gt;
However, with both drugs having the same [[mass]], yayo allows a caravan to pack 50% more value into a single load than flake.&lt;br /&gt;
&lt;br /&gt;
Psychoid tea is worth the least and takes the longest to make of the three psychoid drugs, which means it is only economically valuable to colonies without the means to produce the others.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=76496</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=76496"/>
		<updated>2020-11-17T01:35:43Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: Adding withdrawal section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Yayo]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Yayo&lt;br /&gt;
| description = A fine white powder snorted to produce a euphoric high. Yayo reduces the user's need for rest, and suppresses pain. It is, however, addictive.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| market value base = 21&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 6&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset =&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset =&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset =&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset =&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.80&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.50&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.40&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset =&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Yayo | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Yayo | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Yayo | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Yayo | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Yayo | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Yayo | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Yayo | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Yayo | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Yayo is a drug of 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption will generate the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'' thought]]  which has a +35 mood effect and affects the body with:&lt;br /&gt;
&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improves joy 80%&lt;br /&gt;
* Suppresses pain x50%&lt;br /&gt;
* Reduces need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite, will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
Like [[Flake]] and [[Psychite_tea|Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* Mood -35&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -20%&lt;br /&gt;
* Manipulation -20%&lt;br /&gt;
* Rest Fall Rate +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]].&lt;br /&gt;
&lt;br /&gt;
As a drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but much less addictive, than both.  Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. Which drug is more economical depends on which is the greater bottleneck: drug production (yayo is more efficient) or psychoid leaf production (flake is more efficient). If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
Psychite tea is economically inferior to both; its only potential advantage is that it may be used safely by your colonists if scheduled. It is also produced at a [[campfire]] or stove instead.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychite_tea&amp;diff=76495</id>
		<title>Psychite tea</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychite_tea&amp;diff=76495"/>
		<updated>2020-11-17T01:35:28Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: Detailing withdrawal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Psychite tea]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
{{Define|Drug&lt;br /&gt;
| def name = PsychiteTea&lt;br /&gt;
| label = psychite tea&lt;br /&gt;
| description = A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. this tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often. Many tribes use psychite tea, both as a daily energizer and part of social and religious rituals&lt;br /&gt;
| work to make base = 7&lt;br /&gt;
| market value base = 10&lt;br /&gt;
| mass = 0.05&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| tech level = neolithic&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| drug category = social&lt;br /&gt;
| rest offset = 0.1&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| min tolerance to addict = 0.10&lt;br /&gt;
| pain factor = 0.9&lt;br /&gt;
| rest fall factor = 0.9&lt;br /&gt;
| mood offset = 12&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Psychite tea | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Psychite tea | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Psychite tea | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Psychite tea | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Psychite tea | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Psychite tea | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Psychite tea | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Psychite tea | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x{{#expr:100*{{#show: Psychite tea | ?Rest Fall Factor | link=none }}}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Psychite tea is a tea made at a [[fueled stove]] or [[electric stove]] using 4 [[psychoid leaves]] with requirement of minimum 2 Cooking skill. It provides a simple +12 mood buff as well as slightly reduces pain (10% reduction) and tiredness (20% reduction). It raises Recreation by 40. Production of this drug gives skill points in Intellectual.&lt;br /&gt;
To produce it, a player should [[research]] Psychoid Brewing first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comparison ==&lt;br /&gt;
&lt;br /&gt;
It is less cost-efficient than the other psychoid drugs, [[flake]] and [[yayo]], as it is worth the least and takes the longest to make. However, its minor research requirement makes it good in the early game, and it does not require a [[drug lab]]. This is an especially good option for tribal colonies, who start the game with psychoid brewing already researched. &lt;br /&gt;
&lt;br /&gt;
It is also much less [[Drugs#Addiction and Tolerance|addictive]] than flake or yayo. Psychite tea has only 2% chance to be addicted per drink - the same as [[smokeleaf joint|smokeleaf]] - without smokeleaf's penalties to movement and consciousness. A colonist can drink one every 2 days without becoming addicted.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
Like [[Yayo]] and [[Flake]], Psychite tea can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* Mood -35&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -20%&lt;br /&gt;
* Manipulation -20%&lt;br /&gt;
* Rest Fall Rate +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* This drug was introduced in B18.&lt;br /&gt;
* In Beta 19, it was renamed from Psychoid pekoe, and it was no longer made at a crafting spot.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Factions&amp;diff=76069</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Factions&amp;diff=76069"/>
		<updated>2020-11-06T01:18:15Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Damaging Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Factions''' are the main source of NPC interactions in-game.&lt;br /&gt;
&lt;br /&gt;
==Human-led factions==&lt;br /&gt;
The most common factions on Rimworlds are made up of humans, with settlements all over the world (and other worlds, in the case of empires).&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in 1.1, including the Empire from the [[Royalty DLC]] ]]&lt;br /&gt;
Human factions always have a leader, and are displayed by default in the faction tab.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
''&amp;quot;These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. &lt;br /&gt;
&lt;br /&gt;
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
&lt;br /&gt;
==== Gentle tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
==== Fierce tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe values warlike dominance; it may be difficult to turn them into an ally.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
In 1.0 or earlier, they used to be known as savage tribes.&lt;br /&gt;
&lt;br /&gt;
==== Savage tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe has a blood-and-honor culture; it will not be possible to turn them into an ally.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Savage tribes always start off hostile towards your colonists and all other factions. Their goodwill is locked at -100, and will always remain hostile.&lt;br /&gt;
&lt;br /&gt;
===Outlanders===&lt;br /&gt;
''&amp;quot;These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders may or may not be hostile. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as [[sniper rifle]]s. Be nice to them and you will be rewarded, but anger them and you basically have another pirate group, except this one can be negotiated with.&lt;br /&gt;
&lt;br /&gt;
==== Civil outlander union ====&lt;br /&gt;
''&amp;quot;This particular group holds civil behavior in high regard.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Civil outlander unions always start off neutral. This type of faction has a nautral goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
==== Rough outlander union ====&lt;br /&gt;
''&amp;quot;This particular group has a streak of barbarity in them.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
''&amp;quot;A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave).&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
&lt;br /&gt;
''Note'': Requires [[Royalty]] DLC&lt;br /&gt;
&lt;br /&gt;
An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.&lt;br /&gt;
&lt;br /&gt;
==Leaderless factions==&lt;br /&gt;
These factions don't have a single leader, but they still show up in the game (usually to cause trouble)&lt;br /&gt;
[[File:HiddenFactions.png|700px|thumb|center|An example of hidden factions in 1.1]]&lt;br /&gt;
&lt;br /&gt;
===Mechanoids===&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in four forms:  [[Centipede]]s, [[Lancer]]s, [[Pikemen]] and [[Scyther]]s.&lt;br /&gt;
&lt;br /&gt;
Centipedes are the Mechanoids' heavy units, equipped with a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]], as well as remarkably tough armor. Centipedes are capable of dealing a great amount of damage to your colony. Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. They move very slowly, making hit-and-run or kiting attacks possible.&lt;br /&gt;
&lt;br /&gt;
Scythers are the Mechanoids' melee units. They use special scyther blades that are attached to their bodies and cannot be removed. They are very deadly in hand-to-hand combat, and it's easy to lose limbs to a scyther. They are best engaged from a distance.&lt;br /&gt;
&lt;br /&gt;
Lancers are the Mechanoids' light ranged units, equipped with a [[charge lance]]. Lancers can deal a great amount of damage per shot with their weapons, and their range means that they can attack [[improvised turret]]s without retaliation. Their primary purpose is to pick off defenders. If possible, take them out first, as their weapons can do significant and possibly lethal damage in the first shot if not stopped in time.&lt;br /&gt;
&lt;br /&gt;
Pikemen are the Mechanoids' snipers, equipped with a [[needle gun]]. They deal low damage per shot but have immense range and accuracy. They do pathetic damage in melee and can be quickly dispatched with a single melee pawn.&lt;br /&gt;
&lt;br /&gt;
Once killed, all Mechanoids leave a corpse which can be broken down at a [[machining table]] for metal and components. &lt;br /&gt;
&lt;br /&gt;
A Mechanoid attack can easily destroy an unprepared colony. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. Mechanoids are the enemies of the [[Events|&amp;quot;Ancient Ship Crash&amp;quot; event]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.&lt;br /&gt;
&lt;br /&gt;
===Insectoids===&lt;br /&gt;
''Main article:[[Insectoids]]''&lt;br /&gt;
&lt;br /&gt;
These kind of creatures appear after the event &amp;quot;Infestation&amp;quot; or &amp;quot;Too Deep: Infestation&amp;quot;. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. The mechanoid assembler produces nothing but mechanoids but the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.&lt;br /&gt;
&lt;br /&gt;
===Ancients===&lt;br /&gt;
Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers.&lt;br /&gt;
&lt;br /&gt;
==Factionless humans==&lt;br /&gt;
There are two types of humans who don't have a faction:&lt;br /&gt;
* '''Space refugees''' land in crashed transport pods.  They will be injured on landing and can be rescued or imprisoned.&lt;br /&gt;
* '''Wild men / women''' wander in from time to time.  They can be recruited by assigning a colonist to tame them.&lt;br /&gt;
&lt;br /&gt;
== Faction naming ==&lt;br /&gt;
Each on-world faction has a randomly generated name for it.&lt;br /&gt;
&lt;br /&gt;
*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.&lt;br /&gt;
*Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Spanish words.&lt;br /&gt;
*Pirates generate more 'badass' and violent names. They also tend to use animal or weapon names.&lt;br /&gt;
&lt;br /&gt;
Since Alpha 16 the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements.&lt;br /&gt;
&lt;br /&gt;
== Faction bases ==&lt;br /&gt;
Factions have many [[Faction base|bases]] generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.&lt;br /&gt;
&lt;br /&gt;
Destroying all bases of a Faction effectively eradicates them.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417&amp;lt;/ref&amp;gt; A defeated faction cannot send raids or appear in quests.&lt;br /&gt;
&lt;br /&gt;
== Faction Relationships ==&lt;br /&gt;
In Rimworld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times.&lt;br /&gt;
&lt;br /&gt;
=== Relationship status ===&lt;br /&gt;
&lt;br /&gt;
There are three kinds of relations that you can be with others; hostile, neutral and ally.&lt;br /&gt;
&lt;br /&gt;
*'''Hostile''' factions send raids towards your base.&lt;br /&gt;
*'''Neutral''' factions can be traded with.&lt;br /&gt;
*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return.&lt;br /&gt;
&lt;br /&gt;
To turn a hostile faction neutral, you must increase goodwill above 0. To ally with them, you must increase it above 75, in which they will remain allies until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relations ===&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes.&lt;br /&gt;
&lt;br /&gt;
#Take one of their fallen faction members in as a [[guest]] and treat them. Returning a faction member in “good health” to the edge of the map and effectively to the faction members will improve the goodwill by +16. This means the member must be fully treated at that time, but it does not matter if he has not fully healed, has permanent health damage such as scars or removed organs, or is sick.&lt;br /&gt;
#Destroying raider outposts bothering them improves relations by 8 and comes with a material reward, for each outpost destroyed.&lt;br /&gt;
#Destroying faction bases of mutual enemies gives +20 goodwill.&lt;br /&gt;
#Trading will also boost relationships, at a rate of +1 per 500 silver traded.&lt;br /&gt;
#Fulfilling trade requests, at a rate of +12 per request.&lt;br /&gt;
#Sending them gifts can help improve relations.&lt;br /&gt;
#*In Beta 18 or earlier, you can contact them on the [[comms console]] and give them 300 silver for +13 base goodwill boost (greatly depends on social skill and talking ability) if you have at least -70 rep.&lt;br /&gt;
#*In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via [[transport pod]] to their faction bases. The goodwill boost is proportional to the market value of the gifts given, with 160 worth of items or silver providing +1 rep boost.&lt;br /&gt;
&lt;br /&gt;
=== Damaging Relations ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to make an enemy out of a faction, most being unintentional. &lt;br /&gt;
&lt;br /&gt;
#When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill faction will not accept requests for military aid.&lt;br /&gt;
#Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map.  If they were already leaving, however, they will continue to do that instead of attacking you.&lt;br /&gt;
#Removing organs also lowers reputation by 20.&lt;br /&gt;
#If visiting allies are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784&amp;lt;/ref&amp;gt; Hostile factions are not affected, and attacks from pirates won't greatly damage relations.&lt;br /&gt;
#Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum.&lt;br /&gt;
#Casting hostile or neutral [[psycasts]] on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some case, this may seam very unfair. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction. &lt;br /&gt;
&lt;br /&gt;
Prior to 1.0 hitting faction members by accident also caused relation damage.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
{{for|strategies for defense against raids|Defense tactics}}&lt;br /&gt;
{{for|strategies for attacks against hostile factions|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Of course, one of the things that an enemy will do is attempt to raid your colony. The more they do it, and the richer you are, the stronger the attacks become as time progresses. For a detailed explanation as to what can happen, visit the page [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
==== Leader Assault ====&lt;br /&gt;
Occasionally the faction leader will direct the assault on your base in person. Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. If you capture and successfully recruit them, they will also be replaced.&lt;br /&gt;
&lt;br /&gt;
=== Faction Assistance ===&lt;br /&gt;
Normally, this event will only occur if the player triggers it by asking for help in the comms console. Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of ''their'' enemies is spotted, they will begin to enter defensive positions and attack them. If they survive, they will then leave the map after a period of time.  Allies might also send help on their own. If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver.  Note that rescuing any downed allies is a good way to keep relations high with them.&lt;br /&gt;
&lt;br /&gt;
=== Travelers ===&lt;br /&gt;
This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. The only time they spend on the map is walking from one end of it to another to then leave the map. Nothing special about that.&lt;br /&gt;
&lt;br /&gt;
They will fight if they happen to encounter any hostiles while passing by.&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
This is when a group of people or a single person makes their way from the edge of the map where they spawned to your colony to just mill around there for a while and then leave the way they came. Sometimes they may have a few items to trade.&lt;br /&gt;
&lt;br /&gt;
This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.&lt;br /&gt;
&lt;br /&gt;
=== Trade Caravan ===&lt;br /&gt;
This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors.&lt;br /&gt;
&lt;br /&gt;
They can come on their own, or be called to visit through the use of a comms console. Doing so will cost 15 goodwill (or 700/1100 silver prior to 1.0). They take two days to arrive, and you can call one per faction every four days.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.&lt;br /&gt;
&lt;br /&gt;
After finishing a quest, there are 60 hours for you to reform your caravan.&lt;br /&gt;
&lt;br /&gt;
==== Caravan request ====&lt;br /&gt;
A faction base near your colony requests some items, and in exchange offers silver or items at a higher than normal price in exchange.&lt;br /&gt;
&lt;br /&gt;
The request will expire if ignored.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
A faction request that you attack a bandit outpost. After destroying the camp they will offer payment and relations will improve.&lt;br /&gt;
&lt;br /&gt;
The bandit outpost is smaller and less well-defended than a regular faction base. The bandits won't leave on their own if ignored, so you will eventually have to drive them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=75933</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=75933"/>
		<updated>2020-10-29T09:33:31Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Mechanics */  ascetic also have no clothing requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
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&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to trade with and call help from the [[Empire]], but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Acolyte, the title holder will start to demand certain apparel, rooms, and furniture, and may begin to refuse to do particular types of work if the pawn has certain traits. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
Titles are granted upon reaching a certain threshold of [[Honor]]. Upon leveling up, you will receive a quest to accept a Bestowing Ceremony. Upon accepting the quest and performing the ceremony, your pawn will also gain levels of their [[Psylink]]. All titles, starting at Yeoman, allow an increasing level of psycast. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Acolyte, desire psycaster apparel or prestige armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Acolyte and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Acolyte, Nobles gain the ability to call in [[Permits]], with additional, more powerful abilities being made available at Praetor and Baron. These abilities can be used for free, but trigger a cooldown before they can be used freely again.  [[Honor]] can be paid to perform again during the cooldown. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Ascetic]] bedroom and food requirements override title requirements, and thus Ascetics still prefer an awful bedroom and raw or simple food. They also do not need to wear noble apparels. Moreover, Throne Room requirements (braziers, drapes, instruments, size, flooring) do not need to be satisfied.  They do still need a throne room to satisfy their need for Authority (No authority results in a -18 moodlet), and based on the [[Room_stats#Impressiveness|Impressiveness]] of the room they may get a negative moodlet (-6 for awful, -2 for dull (with the moodlet &amp;quot;mediocre throne room&amp;quot;, possibly a bug)) if the room is less than Mediocre.  In practice, this means that an Ascetic Count/Countess (or any title) may be kept happy with raw food, a 1x2 awful bedroom, and a 3x3 smooth stone throne room with a normal throne and a light source.  Do also note that having a throne room that meets or exceeds the requirements and is sufficiently impressive can result in a positive moodlet, which may be useful but is a very expensive way to get a mood bonus. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Cannibal]] Nobles can eat human meat without penalty, and gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Nudists]] are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. &lt;br /&gt;
&lt;br /&gt;
A [[Circadian half-cycler]] does not negate the need for a bedroom. &lt;br /&gt;
&lt;br /&gt;
Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
=== Inheritance and Renouncing ===&lt;br /&gt;
Heirs are automatically assigned with additional weight to spouses. Can be changed by using a [[Comms console]] and performing a ritual.&lt;br /&gt;
Should a noble die and be [[Resurrector mech serum|resurrected]], the heir keeps the title.&lt;br /&gt;
Titles can be renounced.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renoucing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
At certain levels nobles gain permits. You choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat. &lt;br /&gt;
*Call transport shuttle: Requires Praetor, 40 day cooldown, costs 8 honor if used during cool down. Call a shuttle for your own use. It will transport colonists, items, and animals anywhere you like within 70 world tiles.&lt;br /&gt;
*Call laborer team: Requires Acolyte, 60 day cooldown, costs 4 honor if used during cool down. Call a group of 4 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.&lt;br /&gt;
*Call laborer gang: Requires laborer team. Requires Count, 60 day cooldown, costs 8 honor if used during cool down. Call a group of 8 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.&lt;br /&gt;
*Call aerodrone strike: Requires Knight/Dame, 45 day cooldown, costs 6 honor if used during cool down. Call a single-impact orbital strike at a target position.&lt;br /&gt;
*Call aerodrone salvo: Requires Orbital Strike. Requires Praetor, 45 day cooldown, costs 8 honor if used during cool down. Call an extended salvo of orbital strikes around a target position&lt;br /&gt;
*Call trooper squad: Requires Acolyte, 40 day cooldown, costs 4 honor if used during cool down. Call a group of 4 light [[Empire#Pawns|troopers]] to aid you in battle.&lt;br /&gt;
*Call janissary squad: Requires Praetor, 50 day cooldown, costs 6 honor if used during cool down. Call a group of 4 professional [[Empire#Pawns|janissaries]] to aid you in battle.&lt;br /&gt;
*Call cataphract squad: Requires Count/Countess, 60 day cooldown, costs 8 honor if used during cool down. Call a group of 4 heavy [[Empire#Pawns|cataphracts]] to aid you in battle.&lt;br /&gt;
*Steel drop: Requires Acolyte, Call for a drop of 250 [[steel]]. Market value: {{icon|silver|475}} silver&lt;br /&gt;
*Glitterworld medicine drop: Requires Knight, Call for a drop of 5 [[glitterworld medicine]]. Market value: {{icon|silver|250}} silver&lt;br /&gt;
*Silver drop:  Requires Knight, Call for a drop of 500 [[silver]]. Market value: {{icon|silver|500}} silver&lt;br /&gt;
*Food drop: Requires Acolyte, Call for a drop of 20 [[packaged survival meal]]s. Market value: {{icon|silver|480}} silver&lt;br /&gt;
&lt;br /&gt;
=== Conceited vs Non Conceited ===&lt;br /&gt;
&lt;br /&gt;
Titled pawns with the Greedy, Jealous, or Abrasive traits become Conceited after gaining Titles, and would refuse to do certain types of work as they rise up the ranks.&lt;br /&gt;
&lt;br /&gt;
Titled pawns without those traits can continue to do all types of work they used to be able to even after gaining higher titles.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
*Freeholder: The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*Yeoman: The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.&lt;br /&gt;
*Acolyte: The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.&lt;br /&gt;
*Knight: The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*Praetor: The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*Baron: The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*Count: The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
*Duke: The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*Consul: The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures.&lt;br /&gt;
*Stellarch: The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*Emperor: The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psychic Amplifiers !! Incapable of if Conceited&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Acolyte || 6 (13) || 2 || '''Cleaning''' || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 Honor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Formal shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 Honor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all ''fine'' floored''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 Honor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all fine floored, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, '''Impressiveness 80''', '''All ''fine'' floored''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* Royalty Initial Release: Added&lt;br /&gt;
* 1.1.2571: Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* 1.1.2575: added the ability to renounce the title from the bio tab.&lt;br /&gt;
* 1.1.2579: mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* 1.1.2654: rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* 1.2.2719: added permits system, previous ally summon abilities subsumed into it with new abilities added.&lt;br /&gt;
* 1.2.2753: Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meat&amp;diff=75824</id>
		<title>Meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meat&amp;diff=75824"/>
		<updated>2020-10-24T06:20:23Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Insect meat */  Also worthwhile with lavish meals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| image = MeatBig&lt;br /&gt;
| description = Raw meat.&lt;br /&gt;
| beauty base = -20&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| flammability base = 0.5&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| market value base = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| taste = Raw&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Meat''' is one of the primary sources of [[food]], obtained by [[butcher table|butchering]] the corpses of [[animals]], including humans. It can be used alone to produce simple [[meals]], or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. As a raw food item, colonists [[Thoughts#Memory Eating|dislike]] eating uncooked meat.&lt;br /&gt;
&lt;br /&gt;
Each stack of meat is labeled to identify the species it came from. In most cases, the properties of meat do not differ by species and the stats on this page apply to all of them.&lt;br /&gt;
&lt;br /&gt;
There are two exceptions.&lt;br /&gt;
&lt;br /&gt;
== Insect meat ==&lt;br /&gt;
&lt;br /&gt;
Colonists consider insect meat disgusting, and will suffer the &amp;quot;Ate cooked insect meat&amp;quot; bad thought (-3 [[mood]]) when eating meals made with it. Cooking it into a [[fine meal]] (+5 mood) offsets this penalty for a total of +2 mood, making cooking insect meat worthwhile if a colony's food supplies are low. Alternatively, if the colony has the insect meat for free, cooking it into a [[lavish meal]] (+12 mood) will give a total of +9 mood while requiring the same amount of vegetables as basic a [[simple meal]] made from vegetable. The resulting meal will also be suitable for nobles. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s.&lt;br /&gt;
&lt;br /&gt;
== Human meat ==&lt;br /&gt;
&lt;br /&gt;
Much like insect meat, colonists are generally opposed to consuming human flesh. By default, human flesh is disabled from the list of meats that can be butchered and/or cooked. Unless the butcher has the &amp;quot;Psychopath,&amp;quot; &amp;quot;Bloodlust,&amp;quot; or &amp;quot;Cannibal&amp;quot; traits, butchering humanlike corpses generates a long-lasting -6 mood bad thought and even other colonists who didn't do the butchering suffer a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Colonists that have the Cannibal trait will remain unaffected from human meat consumption; all others will get hammered with a -20 mood bad thought.&lt;br /&gt;
&lt;br /&gt;
It is generally encouraged to consider all other options before resorting to cannibalism to keep your colony up and running. To prevent the additional Raw Cannibalism debuff, raw human meat must be cooked. You might choose to suffer the additional penalty to put it through a [[nutrient paste dispenser]] until you can obtain more food (causing the milder, but still unfortunate, &amp;quot;Cooked Cannibalism&amp;quot; debuff).&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75768</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75768"/>
		<updated>2020-10-20T13:26:54Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Tactics */ Even more skip tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Mishmash of current and outdated mechanics. Table correct, everything else less so}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, questing or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns with tribal backstories (Meditation type focus : Natural) can meditate at an [[Anima tree]] to grow anima grass. Perform a ritual to gain one Psylink level for 20 grass.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. '''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
While the defaul neural heat limit is 30 it modified by a number of factors including the psychic sensitivity and psylink level of the psycaster. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. This psyfocus can only be gained by through meditation and degrades a small amount per day relative to the value of psyfocus the psycaster currently has.&lt;br /&gt;
&lt;br /&gt;
[[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}}psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.&lt;br /&gt;
**Teleport [[chemfuel]] away just before it blows up.&lt;br /&gt;
**Steal supplies from [[Raider#Siege|Sieges]].&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]] or to improve [[Medical_Tend_Quality|tend quality]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough. As the coma duration scales with the caster's psychic sensitivity and the coma disables further casting making neural heat a non-issue, it is recommended to remove any sensititivy increasing gear and to put on a Psychic foil helmet to minimize the time your caster is taken out of action. This coma duration reduction can be [https://www.reddit.com/r/RimWorld/comments/ja930a/optimizing_neuroquake_an_argument_for_psychically/ taken even further] with the right combination of equipment and traits, reducing the coma time to as little as an hour and a half. Possibly less.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75765</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75765"/>
		<updated>2020-10-19T17:54:27Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Tactics */  More skip tactics. This psycast is extremely versatile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Mishmash of current and outdated mechanics. Table correct, everything else less so}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, questing or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns with tribal backstories (Meditation type focus : Natural) can meditate at an [[Anima tree]] to grow anima grass. Perform a ritual to gain one Psylink level for 20 grass.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. '''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
Also note, if a Psylink neuroformer has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers on pawns that will gain titles is ultimately a waste, or vice versa.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
While the defaul neural heat limit is 30 it modified by a number of factors including the psychic sensitivity and psylink level of the psycaster. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. This psyfocus can only be gained by through meditation and degrades a small amount per day relative to the value of psyfocus the psycaster currently has.&lt;br /&gt;
&lt;br /&gt;
[[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}}psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies and enemies alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
**Can be used on downed pawns. This can be useful to safely rescue a colonist or to capture an downed raided before a stray bullet kills them.&lt;br /&gt;
**Can even be used on inanimate objects, like [[chemfuel]] that's about to blow up or valuable goods in the middle of fire.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]] or to improve [[Medical_Tend_Quality|tend quality]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough. As the coma duration scales with the caster's psychic sensitivity and the coma disables further casting making neural heat a non-issue, it is recommended to remove any sensititivy increasing gear and to put on a Psychic foil helmet to minimize the time your caster is taken out of action. This coma duration reduction can be [https://www.reddit.com/r/RimWorld/comments/ja930a/optimizing_neuroquake_an_argument_for_psychically/ taken even further] with the right combination of equipment and traits, reducing the coma time to as little as an hour and a half. Possibly less.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75746</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75746"/>
		<updated>2020-10-14T23:46:08Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Tactics */  While I'm at it I added a bunch of other tips to the section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Mishmash of current and outdated mechanics. Table correct, everything else less so}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, questing or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns with tribal backstories (Meditation type focus : Natural) can meditate at an [[Anima tree]] to grow anima grass. Perform a ritual to gain one Psylink level for 20 grass.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. '''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
While the defaul neural heat limit is 30 it modified by a number of factors including the psychic sensitivity and psylink level of the psycaster. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. This psyfocus can only be gained by through meditation and degrades a small amount per day relative to the value of psyfocus the psycaster currently has.&lt;br /&gt;
&lt;br /&gt;
[[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}}psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns.&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies and enemies alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
**Can be used on self to quickly escape danger or to urgently move to a location.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]] or to improve [[Medical_Tend_Quality|tend quality]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers. &lt;br /&gt;
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to gunfire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough. As the coma duration scales with the caster's psychic sensitivity and the coma disables further casting making neural heat a non-issue, it is recommended to remove any sensititivy increasing gear and to put on a Psychic foil helmet to minimize the time your caster is taken out of action. This coma duration reduction can be [https://www.reddit.com/r/RimWorld/comments/ja930a/optimizing_neuroquake_an_argument_for_psychically/ taken even further] with the right combination of equipment and traits, reducing the coma time to as little as an hour and a half. Possibly less.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75745</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75745"/>
		<updated>2020-10-14T22:47:19Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: /* Tactics */  The coma from Neural Heat Dump is useful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Mishmash of current and outdated mechanics. Table correct, everything else less so}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, questing or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns with tribal backstories (Meditation type focus : Natural) can meditate at an [[Anima tree]] to grow anima grass. Perform a ritual to gain one Psylink level for 20 grass.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. &lt;br /&gt;
&lt;br /&gt;
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. '''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
While the defaul neural heat limit is 30 it modified by a number of factors including the psychic sensitivity and psylink level of the psycaster. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. This psyfocus can only be gained by through meditation and degrades a small amount per day relative to the value of psyfocus the psycaster currently has.&lt;br /&gt;
&lt;br /&gt;
[[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
&lt;br /&gt;
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}}psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -25 Faction Relations when used on allies.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with caster's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle. The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse'''&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies and enemies alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to fire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough. As the coma duration scales with the caster's psychic sensitivity and the coma disables further casting making neural heat a non-issue, it is recommended to remove any sensititivy increasing gear and to put on a Psychic foil helmet to minimize the time your caster is taken out of action. This coma duration reduction can be [https://www.reddit.com/r/RimWorld/comments/ja930a/optimizing_neuroquake_an_argument_for_psychically/ taken even further] with the right combination of equipment and traits, reducing the coma time to as little as an hour and a half. Possibly less.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_chunk&amp;diff=75744</id>
		<title>Stone chunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_chunk&amp;diff=75744"/>
		<updated>2020-10-14T16:45:40Z</updated>

		<summary type="html">&lt;p&gt;Kamizushi: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:RockChunks.jpg|400px|thumb|right|A collection of rock chunks in their natural habitat.]]&lt;br /&gt;
&lt;br /&gt;
A '''rock chunk''' is any stone chunk, either found throughout the world naturally or spawned by the player.  Each chunk can be cut at the [[stonecutter's table]] to yield 20 [[Resources#Materials|stone blocks]] of the same kind. Rock chunks cannot be sold without first being turned into blocks.&lt;br /&gt;
&lt;br /&gt;
A typical flat 250x250 map will contain about 600 to 900 chunks of each stone type for maps with two stone types ''or'' 400 to 600 chunks of each stone type for maps with three stone types. Chunks also spawn with a ~25% chance for each tile of rock mined. Each type of rock will spawn its own chunk, so mining marble will spawn a marble chunk. Infinite chunks can also be spawned from a [[deep drill]] in an area that contains no underground resources. The type of chunk produced will be displayed on the deep drill's tooltip.&lt;br /&gt;
&lt;br /&gt;
Stone chunks will not be moved automatically, even from a home area, and must be manually designated by the player to be hauled. They can be hauled to any stockpile with the appropriate settings, however dumping stockpile zones default settings include rock chunks.&lt;br /&gt;
&lt;br /&gt;
Chunks provide decent [[cover]] (50% as opposed to a tree's 25% or sandbags' 57%). Together with the fact they are omnipresent on natural maps, they are useful in firefights and will be used by the AI. Considering they can be easily hauled, it is a good idea to remove them from places the enemy could use and form your own makeshift barricades with them - whether when attacking enemy settlements or defending against raiders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Properties--&amp;gt;&lt;br /&gt;
{{#set:&lt;br /&gt;
|Beauty Base=-8&lt;br /&gt;
|Cover Effectiveness=0.5&lt;br /&gt;
|Max Hit Points Base=300}}&lt;/div&gt;</summary>
		<author><name>Kamizushi</name></author>
	</entry>
</feed>