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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Niruase</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=Niruase"/>
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	<updated>2026-06-28T04:06:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Map&amp;diff=181056</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Map&amp;diff=181056"/>
		<updated>2026-06-23T01:51:44Z</updated>

		<summary type="html">&lt;p&gt;Niruase: Parallelize intro with other book type pages and also increase the intro's cohesion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, also what does lack of quality and effect}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Map&lt;br /&gt;
| image = Map.png&lt;br /&gt;
| description = A map that shows the way to a location of interest.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 180&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| has quality = False&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Map&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&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_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Map''' are a type of [[book]] that provide [[recreation]] while always containing a [[quest]] that can be discovered while reading.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Maps, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Maps can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 100%. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
As opposed to other books, maps have no [[quality]]. However, they are always guaranteed to contain a quest. Reading a map has a chance to trigger such quest with a {{MTB}} of {{ticks|12500}}. Once a quest from a map was triggered it can no longer happen again.&lt;br /&gt;
&lt;br /&gt;
Once a specific map had its quest trigger, it can no longer happen again. Such maps can still be read for recreation, contribute towards [[Reading_bonus|reading bonus]], and may be sold to traders. However, compared to other book types, reading them doesn't provide any bonus.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Maps always contain a quest, which can be useful for finding rare items. For example, the [[Quests#Planet sites|ancient mercenaries]] quest can help find [[unique weapon]]s, the [[alpha thrumbo]] quest is the only way to find alpha thrumbos at all, and [[ancient launch site]]s can be used to generate an [[ancient uplink|orbital quest]]. There is also a chance that the quest is a dud, e.g., a [[Quests#Bandit Camp|bandit camp]] or [[ancient complex]]{{IdeologyIcon}} without much useful loot.&lt;br /&gt;
&lt;br /&gt;
The quests can be quite distant. Since most quests have a time limit that begins once the quest is generated, it may be wise to prevent colonists from reading maps until the trip can be made quickly, e.g., with a [[gravship]] or [[passenger shuttle]]s. For the same reason, maps are not a priority to obtain in the early game due to the difficulty of standard travel.&lt;br /&gt;
&lt;br /&gt;
Maps have no particular advantage when compared to other types of books with a quest inside them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Map Open east.png|East&lt;br /&gt;
Map Open north.png|North&lt;br /&gt;
Map Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Map Vertical east.png|East&lt;br /&gt;
Map Vertical north.png|North&lt;br /&gt;
Map Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki:Style_guide&amp;diff=181055</id>
		<title>RimWorld Wiki:Style guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki:Style_guide&amp;diff=181055"/>
		<updated>2026-06-23T01:42:14Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* General text */ &amp;quot;e.g.&amp;quot; should not be followed by start-of-sentence capitalization. It is also not exempt from start-of-sentence capitalization itself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purpose of this style guide is to describe and clarify the standards used on this wiki to promote consistency across articles.&lt;br /&gt;
* This style guide is meant to make things easier for editors, not harder; and is not meant to impose personal preferences or extensive policies that would inhibit constructive edits and improvements.&lt;br /&gt;
* Guidelines at [https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia:Manual of Style] can usually be followed as good practices.&lt;br /&gt;
* New content added to this page should address a persistently recurring style issue.&lt;br /&gt;
* Any substantive edit to this page should reflect consensus. When in doubt, discuss first on the talk page.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
* The language used on this wiki is American English.&lt;br /&gt;
* Redirects with the British spelling of an existing page may be added. e.g. Armour, Defence tactics&lt;br /&gt;
&lt;br /&gt;
== Modded content ==&lt;br /&gt;
While modding is a huge part of the RimWorld community and we attempt to support the modding community via the relevant sections, generally, modded content should not be referenced in the main namespace  i.e. the articles about in-game content. This is for a number of reasons:&lt;br /&gt;
# It is outside the scope of the wiki - RimWorld Wiki covers vanilla RimWorld and references to modded content that they may or may not have might confuse readers. &lt;br /&gt;
# Every modlist is different - 10 RimWorld players might have 12 different modlists that all dramatically change the game balance. Mechanics, Analyses, Guides etc. must all have the same baseline to be meaningful or helpful. &lt;br /&gt;
# There's no way to be comprehensive. There are thousands of RimWorld mods and there is no way to feasibly cover them all. Attempting to do so would result in being unable to find relevant content as well as a fractured editor base killing real progress that would draw in further editing.&lt;br /&gt;
# A corollary of the previous. As there are too many mods to cover, only a selection of mods could be covered which would make it a defacto endorsement of whichever were selected. This is inappropriate due to the risk of bias, both real or perceived, the risk of controversy, and potential for abuse by those with vested interests in the success or failure of particular mods.&lt;br /&gt;
&lt;br /&gt;
As with all rules exceptions can exist where it makes the Wiki better and does not have the issues above. Examples include covering mods that were explicitly and directly integrated into the vanilla game, e.g. Royal Beds and Vanilla Livestock Expanded but not those that simply have similar content e.g. mods that add [[wall torch lamp]]s before their addition to vanilla. These rules are guidelines, not gospel.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is also an exception in place to allow modded content on User pages. Note that this exception may be revoked if it is abused or it begins to interfere with the operation of the wiki. For example, linking to mods you've made would be fine. Attempting to build a parasite wiki for your mod inside the User space complete with properties and everything is not.&lt;br /&gt;
&lt;br /&gt;
== Page titles ==&lt;br /&gt;
Plural: Pages should be singular unless plural in-game (e.g. Frag grenades) or refer to a group of similar things (e.g. Trees).&lt;br /&gt;
&lt;br /&gt;
Capitalization:&lt;br /&gt;
;Page names that use sentence case:&lt;br /&gt;
* In-game items and features, e.g. Wood, Steel helmet, Muscle parasites, Advanced component, Learning helper&lt;br /&gt;
* General topics, e.g. Defense tactics, World generation&lt;br /&gt;
;Page names that use title case:&lt;br /&gt;
* AI storytellers, e.g. Randy Random&lt;br /&gt;
* Guides, e.g. Extreme Heat Guide&lt;br /&gt;
* Groups, e.g. Spacer Weapons &lt;br /&gt;
* Modding tutorials&lt;br /&gt;
* Stats (of items, structures, pawns), e.g. Deterioration Rate, Cover Effectiveness, Arrest Success Chance&lt;br /&gt;
* Semantic MediaWiki properties, e.g. Lives in Boreal Forest&lt;br /&gt;
* Concept pages&lt;br /&gt;
&lt;br /&gt;
== Page sections ==&lt;br /&gt;
* The first paragraph on a page constitutes the &amp;quot;lead section&amp;quot;. The lead section should not have a section header.&lt;br /&gt;
* Sections should use sentence case.&lt;br /&gt;
* Sections should not also be links. Instead, either create a link using the first instance of the word or use the &amp;quot;Main&amp;quot; template.&lt;br /&gt;
* Section headings should not include symbols, icons  and non-plaintext unless absolutely necessary&lt;br /&gt;
* In the edit view, a section header should be immediately followed by content; no blank lines between the section header and its first line of content.&lt;br /&gt;
&lt;br /&gt;
== General text ==&lt;br /&gt;
; RimWorld vs rimworld&lt;br /&gt;
* Use RimWorld when referring to the game.&lt;br /&gt;
* Use rimworld when referring to a rimworld planet.&lt;br /&gt;
&lt;br /&gt;
;Links&lt;br /&gt;
* The first instance of text referring to the page’s topic may be bolded. Otherwise, generally avoid the use of bold text.&lt;br /&gt;
* Make links that are relevant to the context. Only the first instance should be linked. In larger pages, the first instance per a tier 1 section may be linked instead. &lt;br /&gt;
** Tables are an exception. Judgement can be used for whats appropriate, but for large and/or sortable tables every instance should be linked.&lt;br /&gt;
* If a redirect to a specific page section exists, link via that redirect instead of via a link to the page. i.e. Use &amp;lt;nowiki&amp;gt;[[Ascetic]]&amp;lt;/nowiki&amp;gt;/[[Ascetic]] not &amp;lt;nowiki&amp;gt;[[Traits#Ascetic]]&amp;lt;/nowiki&amp;gt;/[[Traits#Ascetic]]. This allows for much easier updating of links,  page moves, page splits etc.&lt;br /&gt;
&lt;br /&gt;
;Formatting &lt;br /&gt;
* Use italics to emphasize text instead of bolding and underlining.&lt;br /&gt;
* Avoid using parentheses in main text bodies, where practical/possible.&lt;br /&gt;
&lt;br /&gt;
;Capitalization&lt;br /&gt;
* In most cases capitalization should follow the capitalization used in-game.&lt;br /&gt;
* Capitalize words only as needed. Mid-sentence page links use appropriate case. E.g., bluefur is a type of [[leather]] produced when a [[Work#Cook|cook]] butchers a [[muffalo]] at a [[butcher table]].&lt;br /&gt;
* Use sentence case for thoughts. E.g., eating raw food will cause the &amp;quot;Ate raw food&amp;quot; thought.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
* Screenshots should be high quality, cropped to focus on the subject, brightly lit (if light level is not relevant), be as free from UI clutter as reasonably practical, and not include any modded content.&lt;br /&gt;
* Image filenames should:&lt;br /&gt;
** follow the capitalization and styling as used in game&lt;br /&gt;
** be discreet words delimited by spaces&lt;br /&gt;
** usually be in sentence case but using capitalization as needed. &lt;br /&gt;
** e.g. Caravan packing spot.png, Game-of-Ur board.png, Save file for Mac using EasyFind.png.&lt;br /&gt;
* [[:Category: Images|Image categories]] should be added to images upon upload, and if they cannot be (e.g. if you don't know an appropriate category or think one does not exist), the page should be tagged with [[Template: Stub]] with the reason stating the need for categories.&lt;br /&gt;
* Add the [[Template: Royalty]]/[[Template: Ideology]]/[[Template: Biotech]]/[[Template: Anomaly]] banner to images that are primarily about content from the DLC or that require content from the DLC.&lt;br /&gt;
** For example, an image about [[cow]]s that happens to have a [[toxalope]]{{BiotechIcon}} in it would not require the Biotech banner. An image for the purposes of displaying a throne room would require the Royalty banner. etc&lt;br /&gt;
&lt;br /&gt;
== Table of contents ==&lt;br /&gt;
* Generally, the table of contents is floated right by use of [[Template:TOCright]].&lt;br /&gt;
* The table of contents (automatically added on pages with 4 or more sections) may be suppressed (by placing the magic word &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the top of the page or at least before the main content). Suppressing the TOC is usually desirable on pages that are short enough that most or all of the sections are visible.&lt;br /&gt;
* On tables with a TOC, a table or section might inadvertently be pushed below the TOC. Currently, the following is used to remove the white space and make the content flow alongside the TOC:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;html&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
table and content here to be floated&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
* Guidelines here apply to SMW properties defined by infoboxes or other content pages&lt;br /&gt;
* Use title case.&lt;br /&gt;
* Delimit each word with a space. e.g. Milk Amount (not Milk_Amount, Milk-Amount, or MilkAmount)&lt;br /&gt;
&lt;br /&gt;
== Standard layout for pages ==&lt;br /&gt;
Articles about the same category of items share commonalities and generally use the same layout.&lt;br /&gt;
&lt;br /&gt;
* The following pages aim to provide consistency across pages that are alike. The format is a guideline that will apply to most but not all pages. &lt;br /&gt;
&amp;lt;to be determined, the following is a rough list. these pages to be created and linked as needed&amp;gt;&lt;br /&gt;
* Animals&lt;br /&gt;
* Drugs&lt;br /&gt;
* Plants&lt;br /&gt;
* Weapons&lt;br /&gt;
&lt;br /&gt;
=== Standard sections ===&lt;br /&gt;
The following is '''not''' a strict requirement. It is simply a reflection on the trends in page design and following it as a rough guide will help to keep the wiki relatively consistent. The sections listed below are not always required nor are they exclusive - some pages may not need a given section or may need other sections to be added. Editor judgement is always required and suggested. - [[User:Harakoni|Harakoni]] &lt;br /&gt;
&lt;br /&gt;
* '''Acquisition:''' Details how the page subject may be acquired. This may include details on construction or crafting, the places it may be found or traded for, its presence as a quest reward, or the raiders it can be looted from. &lt;br /&gt;
* '''Summary:''' Details information about the item that isn't readily conveyed by the standardized templates on the page and don't fit in the other sections - for example the effects of the [[Psychic shock lance]] are not Analysis or Acquisition, nor are they conveyed by the infobox or other information.&lt;br /&gt;
* '''Analysis:''' The place for comparison, value judgements, tactics, etc. Comparing the armor of Flak vests to other armor alternatives goes here, strategies for using psychic insanity lances for maximum effect goes here etc. This section can have some overlap with others - a farming strategy for the acquisition of Insect Jelly is a valid subject for example. Discussion about the stats or effects of an item might involve listing them just like Summary does, but is still valid. Subsections should be added as needed for clarity. &lt;br /&gt;
* '''Gallery/Styles:''' Gallery of images if necessary, such as for showing display variants. If affected by [[ideology]] styles, then it should be called Styles and follow [[Cataphract_helmet#Styles|this pattern]]&lt;br /&gt;
* '''Trivia:''' References and trivia, minor lore info, etc. &lt;br /&gt;
* '''Version history:''' Lists a changelog of the pages subject. Changes should be listed as changes i.e. &amp;quot;1.2.2900 - now provides ability to fly&amp;quot; instead of retroactive consideration e.g. &amp;quot;1.2.2900 - prior to this, it didn't allow you to fly&amp;quot;. Similarly, if possible and know the exact changes should be listed e.g. &amp;quot;1.2.2900 - Sharp armor increased from 100% -&amp;gt; 150%&amp;quot;. Ideally the version number would be specific but this is not always known or possible - do not link to a specific version unless that version is the one that implemented the specific change i.e. don't link 1.1.2258 specifically if all you know is that it was somewhere in 1.1. Ideally the following format should be used, placed in bullet points &amp;quot;&amp;lt;nowiki&amp;gt;*[[Version/&amp;lt;Version Number&amp;gt;|&amp;lt;Version Number&amp;gt;]] - &amp;lt;Change desc&amp;gt; &amp;lt;/nowiki&amp;gt;. A gallery of relevant changes may be included at the end - for example showing old textures.&lt;br /&gt;
* '''See also:''' Relevant pages. Usually unnecessary through page links&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
* Title case means capitalize words as done for book/movie titles per the following: &lt;br /&gt;
** Capitalize the first and last words.&lt;br /&gt;
** Capitalize the &amp;quot;principal&amp;quot; words.&lt;br /&gt;
** Capitalize prepositions and conjunctions of four letters or more.&lt;br /&gt;
** Lowercase the articles the, a, and an.&lt;br /&gt;
* Sentence case means:&lt;br /&gt;
** Capitalize the first word.&lt;br /&gt;
** All other words are generally lower case unless proper nouns.&lt;br /&gt;
* SMW: Semantic MediaWiki. The plugin that allows storing and querying of data by means of properties stored in the Property namespace.&lt;br /&gt;
&lt;br /&gt;
== Source text formatting ==&lt;br /&gt;
'''Since I can't just decide what the universal guidelines are on my own, these are just suggestions for now. Feedback welcome! --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 15:50, 1 February 2023 (UTC)'''&lt;br /&gt;
&lt;br /&gt;
The following guidelines concern stuff that doesn't effect the functionality or appearance of the page. As such edits shouldn't be made just to enforce these, but editors are encouraged to apply these guidelines to the whole page when editing them anyway. In general these guidelines are supposed to make life easier for editors, since they get a more consistent and clearly structured source text. As for all rules exceptions apply for special cases.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rule&lt;br /&gt;
! Right {{Check}}&lt;br /&gt;
! Wrong {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Headers&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Headers should have an empty line before them.&lt;br /&gt;
&lt;br /&gt;
• A sub-header or the content should start directly afterwards.&lt;br /&gt;
&lt;br /&gt;
• A single space should separate the title  from the &amp;quot;=&amp;quot;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;== HeaderA ==&lt;br /&gt;
Content&lt;br /&gt;
&lt;br /&gt;
== HeaderB ==&lt;br /&gt;
=== Sub-Header ===&lt;br /&gt;
Content&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;==HeaderA==&lt;br /&gt;
&lt;br /&gt;
Content&lt;br /&gt;
==HeaderB==&lt;br /&gt;
&lt;br /&gt;
===Sub-Header===&lt;br /&gt;
&lt;br /&gt;
Content&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Redirects&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Only link to redirects, when it's more specific than the redirect target.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;[[Anesthetic]] → [[Ailments#Anesthetic]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;[[Ailment]] → [[Ailments]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Categories&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Categories should be placed at the very end of the page with an empty line before them.&lt;br /&gt;
&lt;br /&gt;
• Sub-categories should be placed in the same line as the main category, separated by a single space.&lt;br /&gt;
&lt;br /&gt;
• Unrelated categories get their own line.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;Content&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Ranged Weapons]]&lt;br /&gt;
[[Category:Plant]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;Content&lt;br /&gt;
[[Category:Weapons]][[Category:Plant]]&lt;br /&gt;
[[Category:Ranged Weapons]]&lt;br /&gt;
Content&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Don't use category redirects.&lt;br /&gt;
&lt;br /&gt;
• No space after &amp;quot;Category:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
• Category names always start with a capital letter.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;[[Category:Bows]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;[[Category:Bow]] → [[Category:Bows]]&lt;br /&gt;
&lt;br /&gt;
[[Category:bows]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bows]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Tags&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Build in formatting options take precedence over tags.&lt;br /&gt;
&lt;br /&gt;
• Make sure all tags are closed again.&lt;br /&gt;
&lt;br /&gt;
• Self-closing tags should always have a backslash at the end.&lt;br /&gt;
&lt;br /&gt;
• Always use quotes (&amp;quot;&amp;quot;) for attribute values.&lt;br /&gt;
&lt;br /&gt;
• Make sure that conditionally required tags don't break the syntax highlighting.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;''italic text''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Table data&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quality&amp;diff=181054</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quality&amp;diff=181054"/>
		<updated>2026-06-23T01:28:25Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Inspired creativity */ Minor formatting&lt;/p&gt;
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{{Stat|description = An item's quality is how well-made it is.}}&lt;br /&gt;
&lt;br /&gt;
Many [[Skills#Crafting|crafted]] items and some [[Skills#Construction|structures]] have a stat called ''quality''.  This stat influences various attributes of the item, according to the tables below.&lt;br /&gt;
&lt;br /&gt;
== Effects of quality ==&lt;br /&gt;
{{Stub|section=1|reason=[[Bioferrite]] psy buffs, [[eltex]], any other quality dependent effects}}&lt;br /&gt;
=== General ===&lt;br /&gt;
Effects that are common to several, or all, types of objects.&lt;br /&gt;
{| {{STDT|sortable center}}&lt;br /&gt;
! Quality !! Beauty&amp;lt;br/&amp;gt;Factor{{Ref label|Negative Beauty|A}} !! Market Value&amp;lt;br/&amp;gt;Factor !! Deterioration Rate&amp;lt;br/&amp;gt;Factor{{Ref label|Deterioration Rate Factor|B}} !! Psychic Sensitivity&amp;lt;br/&amp;gt;Offset Factor {{RoyaltyIcon}} {{Ref label|Psychic Sensitivity Offset|C}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| -0.1 || 0.50             || 2.00 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
|  0.5 || 0.75             || 1.50 || 0.66&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
|  1.0 || 1.00             || 1.00 || 0.83&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
|  2.0 || 1.25 (max +500)  || 0.80 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
|  3.0 ||  1.5 (max +1000) || 0.60 || 1.16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
|  5.0 || 2.5 (max +2000)  || 0.30 || 1.32&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[#Legendary items|Legendary]]&lt;br /&gt;
|  8.0 ||  5 (max +3000)   || 0.10 || 1.50&lt;br /&gt;
|}&lt;br /&gt;
:{{Note|Negative Beauty|A}} This multiplier will not be applied to negative [[beauty]] scores.&lt;br /&gt;
:{{Note|Deterioration Rate Factor|B}} This factor does not apply to the damage taken by [[apparel]] from being worn. &lt;br /&gt;
:{{Note|Psychic Sensitivity Offset|C}} This only applies to items with a buff specifically noted as a &amp;quot;Psychic Sensitivity Offset&amp;quot;, such as an [[eltex helmet]] {{RoyaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Note that [[market value]]s above 200 and [[beauty]] above 100 will be rounded to nearest 5. See respective pages for more detail on rounding.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. These include:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Type2::Weapons]][[Has Quality::True]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep =  &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
    | limit = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable center}}&lt;br /&gt;
! Quality !! Melee Damage&amp;lt;br/&amp;gt;Factor !! Melee AP&amp;lt;br/&amp;gt;Factor !! Ranged Accuracy&amp;lt;br/&amp;gt;Factor !! Ranged Damage&amp;lt;br/&amp;gt;Factor !! Ranged AP&amp;lt;br/&amp;gt;Factor&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| 0.80 || 0.80 ||  80% ||  90% || 90% &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
| 0.90 || 0.90 ||  90% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
| 1.00 || 1.00 || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
| 1.10 || 1.10 || 110% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
| 1.20 || 1.20 || 120% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
| 1.45 || 1.45 || 135% || 125% || 125%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Legendary  &lt;br /&gt;
| 1.65 || 1.65 || 150% || 150% || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel and utility ===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items. These include:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Type2::Clothing||Armor||Utility]][[Has Quality::True]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep =  &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
    | limit = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Protection&amp;lt;br/&amp;gt;Factor !! Insulation&amp;lt;br/&amp;gt;Factor !! Smokepop Pack&amp;lt;br/&amp;gt;Radius Factor !! Shield Max&amp;lt;br/&amp;gt;Energy Factor !! Shield Recharge&amp;lt;br/&amp;gt;Rate Factor !! Jump Range&amp;lt;br/&amp;gt;Factor {{RoyaltyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Legendary  &lt;br /&gt;
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[furniture]] and [[buildings]] that provide [[recreation]]. These include:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Type::Building]][[Has Quality::True]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep =  &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable center}}&lt;br /&gt;
! Quality !! Comfort&amp;lt;br/&amp;gt;Factor !! Rest Effectiveness&amp;lt;br/&amp;gt;Factor !! Surgery Success&amp;lt;br/&amp;gt;Chance Factor!! Recreation Power&amp;lt;br/&amp;gt;Factor !! Meditation Psyfocus&amp;lt;br/&amp;gt;Bonus {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}} !! Meditation Psyfocus&amp;lt;br/&amp;gt;Bonus Offset {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Legendary  &lt;br /&gt;
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%&lt;br /&gt;
|}&lt;br /&gt;
:{{Note|Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.&lt;br /&gt;
&lt;br /&gt;
=== At higher quality levels ===&lt;br /&gt;
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is at least ''masterwork'', there will be a proper [[letter]] that a colonist has created a masterwork / legendary item.&lt;br /&gt;
&lt;br /&gt;
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
== How quality is determined ==&lt;br /&gt;
When an item requiring a quality is crafted or built, that is, when crafting ''finishes'', the quality is randomly determined using a standard distribution.  Expected values by skill level of the crafter are given in the table below.&lt;br /&gt;
&lt;br /&gt;
* The column &amp;quot;Avg. Result&amp;quot; shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc.  The mean quality becomes &amp;quot;normal&amp;quot; at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of &amp;quot;normal&amp;quot; quality (median quality).&lt;br /&gt;
* The &amp;quot;Avg. Value&amp;quot; column gives the average market value multiplier for that skill level.  At skill level 6 you can expect a character to stop wasting material value from crafting.&lt;br /&gt;
&lt;br /&gt;
As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as [[royal bed]]s, as it both alleviates the high workload on the good builder and allows their &amp;quot;apprentice&amp;quot; to grind experience. Note however, that as crafted items and art assign &amp;quot;authors&amp;quot; to the unfinished work, this strategy cannot be used for those items (except by forbidding the unfinished item until the author has enough experience). &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&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;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 0.00% || 0.00% || 0.41 || style=&amp;quot;background-color:#F8696B;&amp;quot; | x0.60&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.86% || 0.01% || 0.00% || 0.71 || style=&amp;quot;background-color:#F98283;&amp;quot; | x0.68&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 2.95% || 0.08% || 0.00% || 1.09 || style=&amp;quot;background-color:#FA9B9C;&amp;quot; | x0.77&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.38% || 0.29% || 0.00% || 1.38 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.84&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 9.95% || 0.61% || 0.00% || 1.56 || style=&amp;quot;background-color:#FCCDCD;&amp;quot; | x0.89&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 14.65% || 1.19% || 0.01% || 1.78 || style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.94&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.28% || 52.11% || 20.40% || 2.21% || 0.02% || 1.99 || x1.00&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.50% || 53.32% || 26.87% || 3.87% || 0.06% || 2.19 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.05&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.00% || 50.83% || 33.50% || 6.39% || 0.15% || 2.37 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.09&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 38.14% || 8.98% || 0.26% || 2.51 || style=&amp;quot;background-color:#DDF1E2;&amp;quot; | x1.13&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.22% || 43.77% || 12.22% || 0.44% || 2.66 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.17&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 49.05% || 16.13% || 0.74% || 2.82 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.21&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 52.64% || 20.64% || 1.19% || 2.96 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.25&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.62% || 19.91% || 53.93% || 23.93% || 1.61% || 3.06 || style=&amp;quot;background-color:#B1DEBD;&amp;quot; | x1.28&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.79% || 54.30% || 27.39% || 2.14% || 3.15 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 53.76% || 30.94% || 2.82% || 3.24 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.29% || 52.40% || 34.50% || 3.68% || 3.32 || style=&amp;quot;background-color:#8FD0A0;&amp;quot; | x1.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 50.31% || 37.98% || 4.75% || 3.40 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.39&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.98% || 47.61% || 41.31% || 6.06% || 3.48 || style=&amp;quot;background-color:#79C78D;&amp;quot; | x1.42&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 42.66% || 46.16% || 7.63% || 3.58 || style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.42% || 50.61% || 9.52% || 3.67 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.49&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 1333 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Legendary items ==&lt;br /&gt;
'''Legendary''' items can never be made naturally, even by a level 20 craftsman; an external quality modifier is required. In the base game, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[Ideoligion#Production specialist|production specialists]] {{IdeologyIcon}} have a chance to create legendary items without an inspiration. See [[#Production specialists|below]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
When a pawn gains the ''Inspired Creativity'' inspiration, the next item, structure, or piece of art with a quality level will automatically be two levels higher – thus, if &amp;quot;excellent&amp;quot; or &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead. Even the most capable crafters have only a 60% chance per inspiration to produce a ''legendary'' item. &lt;br /&gt;
&lt;br /&gt;
''Inspired creativity'' makes it impossible to craft an item of ''poor'' or ''awful'' quality; at least ''normal'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
Since the inspiration takes effect only when the item is finished, it is useful to raise the skill level of the ''inspired'' person as high as possible before actually producing an item; for example you can train ''crafting'' on several items that do not have the ''quality'' stat (eg. [[component]]s or bionic body parts) before using up the inspiration.&lt;br /&gt;
&lt;br /&gt;
It is also possible to keep an unfinished item in stock, and wait for an ''inspiration'' to occur before actually finishing it; this will still reap the full effect, without requiring you to dedicate a lot of work during the 8-day time window of the inspiration.  This strategy is particularly useful for work intensive projects that are always in demand (e.g. [[marine armor]] or a [[grand sculpture]])&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[tortured artist]] trait can be purposefully given mental breaks by giving them poor treatment such as awful bedrooms or nutrient paste to intentionally trigger Inspired Creativity inspirations. Similarly, if the [[Royalty DLC]] is enabled, the use of the [[word of inspiration]] psycast can be used to generate more creativity inspirations, though other inspirations may be granted instead. Otherwise, keeping pawns in high moods is the only way to increase inspiration frequency.&lt;br /&gt;
&lt;br /&gt;
====Quality with Inspired Creativity====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 0.00% || 2.41 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.86% || 0.01% || 2.71 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.18&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 2.95% || 0.08% || 3.09 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.38% || 0.29% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 9.95% || 0.61% || 3.56 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.48&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 14.64% || 1.21% || 3.78 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.59&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.28% || 52.11% || 20.39% || 2.24% || 3.99 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.72&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.49% || 53.32% || 26.87% || 3.94% || 4.18 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.87&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.00% || 50.83% || 33.50% || 6.54% || 4.37 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.04&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 38.14% || 9.24% || 4.51 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.19&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.32% || 40.22% || 43.77% || 12.67% || 4.66 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.37&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 49.05% || 16.87% || 4.81 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.58&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 52.64% || 21.83% || 4.95 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.79&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.62% || 19.91% || 53.93% || 25.54% || 5.04 || style=&amp;quot;background-color:#399f50;&amp;quot; | x2.93&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.79% || 54.30% || 29.53% || 5.13 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.08&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 53.76% || 33.76% || 5.21 || style=&amp;quot;background-color:#2e9846;&amp;quot; | x3.22&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.28% || 52.40% || 38.19% || 5.29 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 50.31% || 42.73% || 5.36 || style=&amp;quot;background-color:#20903b;&amp;quot; | x3.50&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.99% || 47.61% || 47.36% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 42.65% || 53.80% || 5.50 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.81&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.42% || 60.13% || 5.58 || style=&amp;quot;background-color:#00852a;&amp;quot; | x3.98&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
=== Production specialists ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get &amp;quot;legendary&amp;quot; items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one level higher – thus, if &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead. &lt;br /&gt;
&lt;br /&gt;
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with ''Inspired Creativity'' inspirations, resulting in works three levels higher i.e. if ''good'' is rolled, a ''legendary'' item is produced instead.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&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;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 0.00% || 0.00% || 1.41 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.85&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.86% || 0.01% || 0.00% || 1.71 || style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.93&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 2.95% || 0.08% || 0.00% || 2.09 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.02&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.38% || 0.29% || 0.00% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 9.95% || 0.61% || 0.00% || 2.56 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.15&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 14.65% || 1.19% || 0.01% || 2.78 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.20&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.28% || 52.11% || 20.40% || 2.21% || 0.02% || 2.99 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.26&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.50% || 53.32% || 26.87% || 3.87% || 0.06% || 3.19 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.00% || 50.83% || 33.50% || 6.39% || 0.15% || 3.37 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 38.14% || 8.98% || 0.26% || 3.51 || style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.22% || 43.77% || 12.22% || 0.44% || 3.66 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.52&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 49.05% || 16.13% || 0.74% || 3.82 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.60&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 52.64% || 20.64% || 1.19% || 3.96 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.68&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.62% || 19.91% || 53.93% || 23.93% || 1.61% || 4.06 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.74&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.79% || 54.30% || 27.39% || 2.14% || 4.15 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.81&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 53.76% || 30.94% || 2.82% || 4.24 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.88&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.29% || 52.40% || 34.50% || 3.68% || 4.32 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.95&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 50.31% || 37.98% || 4.75% || 4.40 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.03&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.98% || 47.61% || 41.31% || 6.06% || 4.48 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.11&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 42.66% || 46.16% || 7.63% || 4.58 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.22&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.42% || 50.61% || 9.52% || 4.67 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.33&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist + Inspired Creativity ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 3.41 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.87% || 3.71 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.54&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 3.03% || 4.09 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.79&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.67% || 4.38 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.05&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 10.56% || 4.56 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.25&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 15.85% || 4.77 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.52&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.27% || 52.11% || 22.64% || 4.96 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.81&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.49% || 53.32% || 30.81% || 5.15 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.11&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 8.99% || 50.83% || 40.05% || 5.31 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.41&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 47.38% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.22% || 56.43% || 5.53 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.88&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 65.92% || 5.64 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.13&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 74.47% || 5.73 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.35&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.91% || 79.46% || 5.79 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.48&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.80% || 83.82% || 5.83 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.59&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 87.52% || 5.87 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.69&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.29% || 90.58% || 5.90 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.76&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 93.04% || 5.93 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.83&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.99% || 94.97% || 5.95 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.87&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 96.45% || 5.96 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.91&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 97.55% || 5.98 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.94&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Sculptures and melee weapons have a quality.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/0.19.2009|Beta 19]] - Shoddy (between Awful and Poor) and Superior (between Good and Excellent) qualities removed.&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=181053</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=181053"/>
		<updated>2026-06-22T21:42:57Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Summary */ Fixed grammar; Removed redundant adjective; Parallelized list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on effects, compilation of disposal methods, information on anomaly study, etc.}}&lt;br /&gt;
{{About|the miscellaneous object added by the [[Anomaly DLC]]|the [[relic]]{{IdeologyIcon}} item|Relic}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention by the delightful way light plays across its welcoming surface.&amp;lt;br /&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| market value = 1200&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GoldenCube&lt;br /&gt;
| label = golden cube&lt;br /&gt;
| category = Item&lt;br /&gt;
}}&lt;br /&gt;
The '''golden cube''' is an inanimate [[entity]] item added in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are two ways to acquire the golden cube:&lt;br /&gt;
* The [[Mysterious cargo]] quest involves either a neutral/allied planetary [[faction]] or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the randomly selected options for the cargo is the golden cube. For further information about the quest, see that page. The golden cube appears with a blue &amp;quot;Mysterious Cargo&amp;quot; letter when it lands on your map. &lt;br /&gt;
* Performing the [[Void provocation]] ritual can result in the appearance of a golden cube on your map. The monolith must be at least at Level 2 for the Golden Cube to appear after a Void Provocation. The golden cube appears with an orange &amp;quot;Golden Cube&amp;quot; letter when it appears on your map via Void Provocation.&lt;br /&gt;
Note that these events can stack in order to acquire multiple cubes at the same time, posing a bigger hindrance than &amp;quot;only&amp;quot; one cube.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At first glance, the golden cube is a harmless—if useless—item, which can be [[haul]]ed, [[stockpile]]d, carried, and [[caravan]]ed with no apparent effect. However, its presence on the map will gradually produce a powerful, deleterious influence on your colonists. This influence will only stop once the cube has been [[#Deactivation|deactivated]], though not without further consequences. The cube cannot be destroyed until it has been deactivated, and despite its significant market value, it cannot be sold under any circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Unlike most [[entities]], the cube does not need to be contained or suppressed. It can simply be kept in storage until pawns move to study or play with it. Each study session produces a total of 2 advanced knowledge, and it can be studied every 2 days. You can, however, prevent pawns from interacting with it by forbidding it. This prevents obsession from worsening, but will not stop the cube from choosing new victims.&lt;br /&gt;
{{Check Tag|Detail Needed|If the cube is placed in a caravan, will it affect the caravaneers? If so, will it affect them, or colonists on a map, as well? Will it affect pawns if placed in an Odyssey DLC shuttle?}}&lt;br /&gt;
&lt;br /&gt;
=== Cube interest ===&lt;br /&gt;
{{Quote| &amp;quot;This person is drawn to the golden cube. If separated from the cube for too long, they'll start to experience negative effects.&amp;quot;}}&lt;br /&gt;
When the cube spawns on the map, one [[colonist]] will immediately gain the cube interest health effect. Over time, other colonists will become afflicted as well. On average, another colonist becomes cube interested every 12 days. Once a pawn becomes interested, however, they will experience a series of buffs and debuffs that get more severe as the affliction progresses, and severe negative [[thought]]s if they don't interact with the cube regularly. &lt;br /&gt;
&lt;br /&gt;
Initially, the effects are fairly benign; a cube-curious pawn will begin at 10% interest, and will stop work to play with the cube roughly once a day. This takes one in-game hour and cannot be interrupted once it begins except by drafting them. Additionally, all social interactions they engage in will now involve talking about the cube, &amp;quot;Wandering&amp;quot; activity wil now be called &amp;quot;Wandering and thinking about the cube.&amp;quot; and psyfocus meditation will be changed to &amp;quot;Meditating on the cube.&amp;quot; but all three are purely cosmetic changes. In exchange, the pawn experiences the {{Thought|label= Cube Joy|desc= My wonderful cube. My precious cube. I love it. It's so beautiful.|value=+15|stack=1|duration=1}}. Each interaction with the cube increases a pawn's interest level by around 6 to 9 percent, progressing the pawn to more disruptive behaviors. You will receive a notification each time a pawn's obsession worsens.&lt;br /&gt;
&lt;br /&gt;
At any interest level over 10%, your affected pawns will occasionally stop work to build [[cube sculpture]]s, curious artistic objects that provide a small amount of beauty but require no resources. Although the sculptures are marginally useful, these mental breaks can occur at any time, including in the middle of combat. Frequency of these events is tied to the interest level, occurring rarely at first but multiple times a day as a pawn's interest reaches its later stages. Also, be aware that destruction of these sculptures can result in severe mood penalties and berserker mental breaks.&lt;br /&gt;
&lt;br /&gt;
Interest over 33% is considered &amp;quot;Fascinated.&amp;quot; Along with the previous effects, these pawns now have a small chance{{Check Tag|Frequency?}} of suffering random mental breaks during which they wander in a daze, thinking about the cube. They are also distracted from their tasks the rest of the time, working at only 90% normal speed. This is balanced out slightly by the fact that their Sleep level falls at 80% its normal rate.&lt;br /&gt;
&lt;br /&gt;
The final stage - &amp;quot;Obsessed&amp;quot; - sets in once interest level reaches 66%. At this stage, the sculpture and daze events occur more frequently,{{Check Tag|Frequency?}} and the modifiers your pawns experience are doubled: 60% Sleep fall rate and 80% work speed. On top of that, your pawns suffer a +4% penalty to their mental break threshold. Given how much time your pawns spend doing cube-related activities - none of which have any impact on Recreation - your pawns will soon find themselves either miserable and Recreation-deprived or unable to find time to do actual work.&lt;br /&gt;
&lt;br /&gt;
The alternative to allowing your pawns to progress their interest is to forbid the cube. So long as the item is forbidden, your pawns will be unable to worsen their interest, instead going into cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Sleep|Sleep Fall Rate]]&lt;br /&gt;
! [[Work|Global Work Speed]]&lt;br /&gt;
! Other effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious (Initial)&lt;br /&gt;
| 0-10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Occasionally play with cube or suffer withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious &lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Same as above, plus chance of cube sculpture mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fascinated&lt;br /&gt;
| &amp;gt;33%&lt;br /&gt;
| {{Good|x80%}}&lt;br /&gt;
| {{Bad|x90%}}&lt;br /&gt;
| Same as above, plus chance of cube daze mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Obsessed&lt;br /&gt;
| &amp;gt;66%&lt;br /&gt;
| {{Good|x60%}}&lt;br /&gt;
| {{Bad|x80%}}&lt;br /&gt;
| Same as above with greater frequency,  plus {{Bad|+4% Mental Break Threshold}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cube sculptures ====&lt;br /&gt;
{{Split|section=1|destination=Cube sculpture|reason=Would be easier to do stats atc. - leave brief summary here, with link to that page }}&lt;br /&gt;
{{Main|Cube sculpture}}&lt;br /&gt;
Cube-Fascinated colonists will go on periodic mental breaks {{Check Tag|MTB?|How often?}} during which they will build a [[sculpture]] related to the cube. The building speed and quality of the sculpture is affected by construction skill. The quality can be of any value, starting at awful for a 0 beauty score. 2 for poor, 4 for normal, 8 for good, 12 for excellent, and 20 for masterwork.  Be aware that this sculpture will use up a [[Inspired creativity]] inspiration, if the colonist has one. &lt;br /&gt;
&lt;br /&gt;
The type of sculpture generated depends on the [[terrain]] or [[floor]]ing the colonist is standing on or by - no material is actually consumed to create the sculptures. The sculpture types and the related terrains are listed in the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Sculpture type !! Terrains&lt;br /&gt;
|-&lt;br /&gt;
| Dirt cube sculpture ||&lt;br /&gt;
* Marshy soil&lt;br /&gt;
* Mud&lt;br /&gt;
* Packed dirt&lt;br /&gt;
* Rich soil&lt;br /&gt;
* Lichen-covered soil&lt;br /&gt;
* Soil&lt;br /&gt;
|-&lt;br /&gt;
| Sand cube sculpture || &lt;br /&gt;
* Sand&lt;br /&gt;
* Soft sand&lt;br /&gt;
|-&lt;br /&gt;
|| Stone cube sculpture ||&lt;br /&gt;
* Rough stone&lt;br /&gt;
* Rough-hewn stone&lt;br /&gt;
* Smooth stone&lt;br /&gt;
|-&lt;br /&gt;
| Scrap cube sculpture || ''All other terrains and floors''&lt;br /&gt;
|}&lt;br /&gt;
The different types of cube sculpture vary in name and texture but are otherwise statistically identical. The sole exception to this is that scrap cube sculptures have 40% flammability while all other have 0%.&lt;br /&gt;
&lt;br /&gt;
The sculpture, once complete, can be freely minified and moved, but it cannot be deconstructed. It must be destroyed with attacks.&lt;br /&gt;
&lt;br /&gt;
While the cube statue exists its sculptor gets {{Thought|label=Cube Sculpture|desc= My sculpture... My beautiful Sculpture!|value= +1}}. This stacks with each cube sculpture they've created, without an apparent limit. If the sculpture is destroyed, the sculptor will get {{Thought|label= My Cube Sculpture Destroyed|desc=My sculpture... My beautiful sculpture...  |value= -5| stack=10 | multi= 0.75|duration=5}} and an increase in severity to a hidden &amp;quot;Cube anger&amp;quot; hediff. Each destroyed sculpture yields an increase in Cube Anger severity that scales with the current cube interest of the pawn. This hediff is hidden, and so its progress cannot be normally tracked.&lt;br /&gt;
&lt;br /&gt;
The increase in severity is controlled by the following relationship:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=area&lt;br /&gt;
|xAxisTitle=Cube interest (%)&lt;br /&gt;
|yAxisTitle=Cube anger per sculpture destroyed (%)&lt;br /&gt;
|xAxisMin=0&lt;br /&gt;
|yAxisMax=100&lt;br /&gt;
|x= 10, 50, 100&lt;br /&gt;
|y= 10, 20, 40&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the Cube Anger hediff reaches 100% severity, the pawn will go into a [[Berserk]] mental state with an {{MTB}} of {{Ticks|60000*0.04}} along with a custom [[letter]] detailing the cause. Once the pawn has gone into the rage, the Cube Anger hediff is reduced to 0% and removed. The only other way to remove the accrued Cube Anger besides an eventual berserk state, is for the affected pawn to die. The hediff will no longer be present upon resurrection.&lt;br /&gt;
&lt;br /&gt;
Neither these thoughts nor the Cube Anger hediff will affect colonists who are not interested in the cube. {{Check Tag|Detail Needed|Is there a minimum level of cube interest needed?}}&lt;br /&gt;
&lt;br /&gt;
==== Cube withdrawal and coma ====&lt;br /&gt;
{{Quote| &amp;quot;This person obsessively wants to find their golden cube. Their skin itches and their mind races, thinking of ways to get closer to the cube. Their symptoms will get worse until they play with the cube.&amp;quot;}}&lt;br /&gt;
{{Quote| &amp;quot;This person was connected to a golden cube and then separated from it. Severing the link this way has put them in a coma.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If an obsessed colonist is prevented from playing with the cube for an extended period of time, they start going through withdrawal. When they do, they get the &amp;quot;Cube Withdrawal&amp;quot; health condition. Cube withdrawal worsens more quickly for colonists with advanced cube obsession{{Check Tag|Detail needed| How much per day by obsession level?}}. Cube withdrawal inflicts a gradually increasing penalty to consciousness, accompanied by a potent {{Thought| label= Cube Withdrawal | desc= I need to see the golden cube. Just once more. Please. / Where's that cube? I miss it. I need it! / Where is my cube? Where is it? | value=-15 | value2=-20| value3=-30| stack = 1}} debuff. If cube withdrawal is allowed to progress to 100%, the colonist will fall into a cube coma, multiplying their consciousness level by 10%. The coma can last anywhere from 3 to 24 days, depending on the colonist's obsession level. Upon waking up from the coma, the colonist will no longer be obsessed with the cube. However, nothing prevents the recently woken colonist from becoming obsessed with the cube again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
! Notification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Initial&lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| {{Bad|-10%}}&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| [Name] is experiencing cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| &amp;gt;35%&lt;br /&gt;
| {{Bad|-15%}}&lt;br /&gt;
| {{Bad|-20}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| &amp;gt;65%&lt;br /&gt;
| {{Bad|-20%}}&lt;br /&gt;
| {{Bad|-30}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deactivation and destruction === &lt;br /&gt;
Once at least 4 research has been gained from the cube, you will receive a letter hinting at the cube's addictive impact on your pawns. It further states that the cube can be destroyed, but more research is needed to determine how. Although the letter says that the pawn studying it needs to study it to learn more, any pawn may perform research to further the investigation. Studying the cube has no risk of addiction. &lt;br /&gt;
&lt;br /&gt;
{{Quote| &amp;quot;{PAWN_nameDef}'s investigation of the golden cube has revealed more. It is able to psychically influence anyone who interacts with it. Those under the cube's influence will experience extreme withdrawal if they're separated from it.\n\n{PAWN_nameDef} thinks that there may be a way to deactivate the cube, but {PAWN_pronoun} will need to study it further.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Once a total of 24-40 research has been gained from the cube, an option to permanently deactivate it becomes available. Doing so requires 1 [[Archotech]] [[Shard]] and can only be done by a pawn not currently suffering from cube obsession, destroying the cube and breaking its hold over your colony. However, this event will send any colonists under the cube's influence who are not already in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Pawns in [[caravan]]s at the time of this deactivation instead leave your colony permanently, so be sure to avoid deactivation while addicts are travelling. If you intend to destroy the cube with conscious addicts present, expect to lose pawns and keep your doctors safe so they can treat the injured.&lt;br /&gt;
&lt;br /&gt;
To find exact info on how much you have and how much you need to research the GoldenCube you can open your save file with an editor, such as notepad++, to find code entry:&lt;br /&gt;
&amp;lt;anomalyKnowledgeGained&amp;gt;##&amp;lt;/anomalyKnowledgeGained&amp;gt; and &amp;lt;studyThresholds&amp;gt;##,##&amp;lt;/studyThresholds&amp;gt; under &amp;lt;def&amp;gt;GoldenCube&amp;lt;/def&amp;gt;&lt;br /&gt;
The first entry is to find you total research on the cube the second entry is to identify exactly what the research needed is to get event completion the first threshold is always 4 as mentioned above.&lt;br /&gt;
&lt;br /&gt;
There are simple measures you can take to avoid these violent mental breaks. Colonists already in a cube coma will simply wake up, cured of their addiction. Any obsessed colonist that is anesthetized when deactivation occurs will ignore the event and be free of cubic influence when the anesthesia wears off. It is not yet confirmed if [[mind-numb serum]] can prevent these mental breaks{{Check Tag|Mindnumb?|Mindnumb serums appeared to mostly work, but one of my 9 obsessed colonists, who had been mindnumbed, still berserked. It could be that only currently awake pawns can berserk? Seems to be tied to onlyTargetControlledPawns, from my rudimentary examination of the defs}}.&lt;br /&gt;
&lt;br /&gt;
Be aware that colonists in [[cryptosleep casket]]s are ''not'' protected. They will immediately wake up, escape, and begin rampaging. One unorthodox but cheap and effective method to keep your colony safe from cube berserkers is to draft the afflicted pawns and trap them in isolated 3x3 wall prisons. When they go berserk, they will be unable to inflict any damage before the state wears off. Afterwards, simply deconstruct the walls to release them. Although time-consuming to set up, this approach only costs a small amount of wood.&lt;br /&gt;
&lt;br /&gt;
If your entire colony is afflicted, deactivation of the cube is still possible with the help of temporary pawns from quests. Note that there is a small, but not insignificant, chance that new temporary pawns may become obsessed with time. Therefore, if you are relying on a newly joined pawn to deactivate the cube it should be done as soon as possible.{{Check Tag|Detail needed|Confirmed for desperate refugees and pawns accepted for hospitality, can other temporary pawns become obsessed? Do clones from the Warped Obelisk also have cube obsession?}}. Children (ages 3-12), since they cannot do research yet, cannot be enthralled by the cube, and so a child can be used to manually deactivate the cube while your adults are isolated, anesthetized, or otherwise rendered inoperable.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can dispose of the cube via caravan dumping or [[transport pod]], but doing so does not remove your colonists' obsession. Unless the cube is deactivated and destroyed, your colonists will have to go through withdrawal, coma, and recovery.&lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 125-175 [[Gold]]. The exact amount dropped is completely random and is not affected by how many colonists were affected by it nor by any skill value.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] and [[Anesthetic]] prevents a pawn from going berserk when the cube is deactivated. Additionally, pawns who are away on [[Quests|Pawn Lending]] quests do not go berserk.&lt;br /&gt;
&lt;br /&gt;
=== Multiple cubes in one colony === &lt;br /&gt;
While multiple cubes in the same colony result in a much higher rate of addiction, the deactivation of one cube cures ALL colonists, so there is no separate addiction for the two cubes. However, the remaining cube will continue to intrigue colonists over time.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken when a cube arrives. It is one of the safest advanced entities you can encounter, but can still prove frustrating as it drops productivity to a crawl. This is especially true for colonies with low populations: the loss of two or three pawns to low productivity is much easier to bear when you have others to handle their burden. &lt;br /&gt;
&lt;br /&gt;
=== Disposal ===&lt;br /&gt;
There are two main ways of disposing of the cube:&lt;br /&gt;
* It can be destroyed immediately by dropping it via [[caravan]] or [[transport pod]]. This guarantees that only one colonist will be affected by the cube and that pawn will have minimum interest, but they will still go through cube withdrawal and eventually fall into a coma for a few days. Provided that the mood penalty from cube withdrawal can be handled, this is the safer option as no random mental breaks will occur.&lt;br /&gt;
* It can be studied and deactivated. So long as you have your researchers aggressively studying the cube every two days, you should be able to deactivate it before it influences many of your colonists. Dosing your best researcher with [[voidsight serum]] or making use of an occultist [[creepjoiner]] can speed up research dramatically. Once you unlock the option to destroy the cube, simply anesthetize the cube's victims before deactivation and the threat will be safely dealt with.&lt;br /&gt;
&lt;br /&gt;
However, if you decide you wish to roleplay as a cube cult and keep it around, this is not entirely impossible. The introduction of the cube will gradually cut into your overall productivity, but will also grant a substantial mood bonus to any colonist allowed to consistently interact with it. Colonies with many pawns who are constantly in danger of mental breaking may find this useful, as the sizable mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpting can prove troublesome as it not only wastes a pawn's time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Cube management ===&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue), making it a quick way to improve the beauty value of a room colonists frequent. Keeping the cube on display may prove difficult, though, as your pawns will attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [[stockpile zone]] for the cube can ensure that it always returns to a specific viewing point. Note that using a [[shelf]] will negate its beauty entirely.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties and even a coma due to undergoing cube withdrawal.{{Check Tag|Verify|Does carrying the cube within a caravan change this?}} Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
It is desirable for pawns with [[tortured artist]] trait to be obsessed with the cube, as the frequent but harmless mental break will still give them creativity inspiration. If you suspect the mysterious cargo is the cube, you can give a pawn interest by knocking out everyone else or moving them off the map with a caravan before accepting it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Cube interest/withdrawal not behaving correctly on pawns ticking at a lower rate.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zgdj2vrb2obljwp0&amp;topic_postId=zgdj2vrb2s9ns0n8&amp;topic_revId=zgdj2vrb2s9ns0n8&amp;action=single-view</id>
		<title>Topic:Zgdj2vrb2obljwp0</title>
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		<updated>2026-06-23T04:30:28Z</updated>

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		<author><name>Niruase</name></author>
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		<id>https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=180879</id>
		<title>Randy Random</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=180879"/>
		<updated>2026-06-20T18:41:54Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Analysis */ Revisions to ensure claims are supported by evidence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Randy Random&lt;br /&gt;
| image = Randy.png&lt;br /&gt;
| description = Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Randy Random''' is a wild storyteller whose main characteristic is triggering challenges at any time, to the extent of launching several dangerous threats all at the same time or consecutively. Randy also multiplies his [[Raid_points|Raid Points]] by 0.5x to 1.5x, resulting in both easier and harder difficulty raids than you should be receiving. It is possible to receive back-to-back raids at 1.5x but also a quadrum of relative peace with a 0.5x raid.&lt;br /&gt;
&lt;br /&gt;
In the long-term, Randy will average about as many threats sent as Cassandra.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Randy produces more erratic gameplay than Cassandra and Phoebe. Because Randy can apply a random raid size multiplier ranging from 0.5 to 1.5, the raid difficulty progression under Randy can appear inconsistent. His lack of on/off cycles and a cooldown for major threats allows him to generate periods both more intense and more Peaceful then Cassandra and Phoebe possibly could.&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
&lt;br /&gt;
Randy fires events at an average of 1.35 a day. Not all events are fired via Randy. Some events, like quests, are fired separately and not controlled by Randy's firing mechanism. &lt;br /&gt;
&lt;br /&gt;
Randy checks if an event can be fired once every 1,000 game ticks. That 1,000 game ticks is the equivalent to 60 times a Rimworld day or 2.5 times a Rimworld hour. If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;1&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;maxThreatBigIntervalDays&amp;gt;13&amp;lt;/maxThreatBigIntervalDays&amp;gt;&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;1.35&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
 &amp;lt;categoryWeights&amp;gt;&lt;br /&gt;
  &amp;lt;Misc&amp;gt;3.5&amp;lt;/Misc&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatBig&amp;gt;1.4&amp;lt;/ThreatBig&amp;gt;&lt;br /&gt;
  &amp;lt;OrbitalVisitor&amp;gt;1.1&amp;lt;/OrbitalVisitor&amp;gt;&lt;br /&gt;
  &amp;lt;FactionArrival&amp;gt;2.4&amp;lt;/FactionArrival&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatSmall&amp;gt;0.6&amp;lt;/ThreatSmall&amp;gt;&lt;br /&gt;
  &amp;lt;ShipChunkDrop&amp;gt;0.22&amp;lt;/ShipChunkDrop&amp;gt;&lt;br /&gt;
 &amp;lt;/categoryWeights&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;randomPointsFactorRange&amp;gt;0.5~1.5&amp;lt;/randomPointsFactorRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Randy's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cassandra_Classic&amp;diff=180876</id>
		<title>Cassandra Classic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cassandra_Classic&amp;diff=180876"/>
		<updated>2026-06-20T18:27:40Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Analysis */ Months to years of no raid not possible according to Randy page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI_Storytellers_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Cassandra Classic&lt;br /&gt;
| image = Cassandra.png&lt;br /&gt;
| description = Cassandra creates story events on a steadily-increasing curve of challenge and tension.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cassandra Classic''' is the default storyteller. In the beginning, Cassandra will always send a single [[Events#Mad animal|mad animal]], followed by a single [[raider]]. The single raider will appear on Day 5 hour 15 unless a different minor event appears at that exact time. In that case, the single raider will appear the following day. Challenges remain consistent, ramping up in difficulty as you progress, but with breaks every 1-2 raids.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Many players find Cassandra to be more difficult than Randy, since her raids are consistent and more frequent on average. While Randy often creates long periods without raids, Cassandra is forced to send major threats on a semi-regular basis. At the same time, players can take advantage of her hardcoded breaks, while with Randy, raids can happen at any time and there is no guaranteed safety period. In addition, Randy ''could'' send multiple 1.5x size raids back-to-back, potentially creating situations that are harder than what Cassandra can possibly dish out.&lt;br /&gt;
&lt;br /&gt;
Overall, Randy is definitely more difficult when thinking about the worst possible situations, e.g., sending raids just after the colony has recovered from a devastating incident, but Cassandra ensures that major threats will come.&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
{{Stub|section=1|reason=Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases}} &lt;br /&gt;
Major Threats&lt;br /&gt;
&lt;br /&gt;
Cassandra's cycle begins on day 11. Cassandra begins in her 4.6 day &amp;quot;On&amp;quot; phase. During the &amp;quot;On&amp;quot; phase, there is a 50-50 chance either 1 or 2 major threats will be sent. There will be at least 1.9 days between major threats. Cassandra alternates between 4.6 day &amp;quot;On&amp;quot; phases and 6 day &amp;quot;Off&amp;quot; phases. The dates of these phases are always the same. Cassandra always begins the first &amp;quot;On&amp;quot; phase on day 11 and the first &amp;quot;Off&amp;quot; phase begins on day 15.6. Rimworld days begin at hour 6. Day 15.6 is on day 15 hour 20. &lt;br /&gt;
&lt;br /&gt;
Cassandra averages about 8.5 major threats sent per Rimworld year.&lt;br /&gt;
&lt;br /&gt;
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!On Cycle Start || On Cycle End&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 15.6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 21.6 || style=&amp;quot;text-align:right&amp;quot; | 26.2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 32.2 || style=&amp;quot;text-align:right&amp;quot; | 36.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 42.8 || style=&amp;quot;text-align:right&amp;quot; | 47.4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 53.4 || style=&amp;quot;text-align:right&amp;quot; | 58&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | Previous +10.6 || style=&amp;quot;text-align:right&amp;quot; | Previous +10.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;11.0&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;onDays&amp;gt;4.6&amp;lt;/onDays&amp;gt;&lt;br /&gt;
 &amp;lt;offDays&amp;gt;6.0&amp;lt;/offDays&amp;gt;&lt;br /&gt;
 &amp;lt;minSpacingDays&amp;gt;1.9&amp;lt;/minSpacingDays&amp;gt;&lt;br /&gt;
 &amp;lt;numIncidentsRange&amp;gt;1~2&amp;lt;/numIncidentsRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Misc. Events&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;4.8&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Cassandra's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
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