<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RepeatingDigits</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=RepeatingDigits"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/RepeatingDigits"/>
	<updated>2026-04-05T21:17:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stoneskin_gland&amp;diff=178999</id>
		<title>Stoneskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stoneskin_gland&amp;diff=178999"/>
		<updated>2026-04-05T03:25:23Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Stoneskin gland&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| description = This bionic gland releases chemicals and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&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 = 25&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| marketvalue  = 1920&lt;br /&gt;
| armorblunt  = 30&lt;br /&gt;
| armorsharp  = 70&lt;br /&gt;
| armorheat  = 50&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes&lt;br /&gt;
| layer = Internal&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''Stoneskin Gland''' is an implant added by the [[Royalty DLC]] that gives the host pawn natural armor, in exchange for making them uglier and slower. It is the most protective and has the largest penalties of the three skin gland implants, being stronger than both the [[Toughskin gland|toughskin]] and [[armorskin gland|armorskin]] glands.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Pawns with a stoneskin gland implanted in their torso{{Check Tag|Verify}} gain an offset to their intrinsic Sharp/Blunt/Heat armor by {{P|Armor - Sharp}}/{{P|Armor - Blunt}}/{{P|Armor - Heat}}% respectively. All skin glands, including [[vacskin gland]]s,{{OdysseyIcon}} are mutually exclusive and there are no other sources of intrinsic armor for [[human]]s {{Hover title|Version/1.6.4630|as of the time of writing}}. As such, the base values before the offset is always 0%/0%/0%. Intrinsic armor is considered as its own layer for the purposes of [[Apparel#Protection|stone calculations]] and is the final layer considered after all [[apparel]]. Intrinsic armor still protects body parts replaced by [[artificial body parts]] and body parts that would not logically have skin, such as eyes.&lt;br /&gt;
&lt;br /&gt;
It also reduces [[pawn beauty]] by {{--|2}}, potentially resulting in an [[opinion]] malus with other humans that are not [[ascetic]], [[kind]], and [[Sight|blind]] depending on other beauty effects. It also multiplies the pawn's [[moving]] by a factor of {{Bad|x85%}}.&lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.15}}}} levels of [[Melee]] skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 8, when replacing one leg, or under 11 for both legs.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, stoneskin glands will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&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;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Stoneskin glands give pawns slightly worse protection than an excellent [[flak jacket]] while stacking with any armor option. By itself, this makes it ideal for pawns in melee combat ''who require prioritizing sustainability over speed'', or those who are capable of brushing off the move speed penalty altogether, allowing them to fight and soak off damage for longer as well as keeping them more healthy overall and thus remaining more competent in a fight while hopefully giving less work to their [[medical]] pawns. &lt;br /&gt;
&lt;br /&gt;
''Do not underestimate the added armor your colonist gets with this implant'': Against human raids, you will usually face ranged weaponry whose AP will be lower than 30%; unless you are under fire from a [[sniper rifle]], [[charge rifle]] or [[charge lance]] you will have a least a 40% chance to reduce the damage taken in half (Check [[Apparel#Protection]] for more details), which is quite high compared to most non-armor apparel.  &lt;br /&gt;
&lt;br /&gt;
Still, it's worth noting that armor is applied separately for each layer of apparel, starting from the Outer layer; the stoneskin gland is great for giving another layer of defense as a &amp;quot;safety net&amp;quot;, but if you wish to outright negate any incoming damage from ranged attacks, consider equipping any form of [[power armor]] instead, especially [[cataphract armor]]. It also gives decent protection against melee weapons using sharp damage, but its [[Armor - Blunt|Blunt armor]] will likely be largely or completely nullified by most blunt weapons, so it's recommended to be careful against enemies carrying them.&lt;br /&gt;
&lt;br /&gt;
It is not recommended for ranged colonists to have it unless you nullify the move speed penalty, since it will become harder for them to position, reposition or escape from any danger, and will likely complicate hit-and-run tactics or outright make them impossible, such as [[kiting]]; not to mention that you are better off using [[cover]] to prevent any damage whatsoever and drawning away aggro from them if possible, likely by the ''meleeist'' who will have the stoneskin gland instead, making them less necessary for ranged colonists. If defense is still a concern, consider using either [[recon armor]] or [[marine armor]], or a combination of [[devilstrand]] [[duster]] and [[flak vest]], as they will give more armor and less movement speed penalty.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that [[ghoul]]s{{AnomalyIcon}} '''cannot wear any form of apparel at all''', but ''can be implanted with a gland''; this makes the skin glands the only way to give ghouls any form of armor. The stoneskin gland, as the one giving the most protection, comes in handy to complement a ghoul already capable of absorbing huge amounts of damage provided it's equipped with any damage reduction upgrades such as [[ghoul plating]],{{AnomalyIcon}} the [[Robust]]{{BiotechIcon}} gene, the [[tough]] [[traits|trait]] or even the [[metalblood heart]]{{AnomalyIcon}} or a [[metalblood serum]],{{AnomalyIcon}} as the damage reduction still allows chip damage to eventually [[down]] or [[Death|kill]] the ghoul but can be mitigated thanks to the gland's armor preventing some of said damage.&lt;br /&gt;
&lt;br /&gt;
=== Beauty effects ===&lt;br /&gt;
A stoneskin gland severely reduces the beauty of a pawn, which causes a {{--|40}} [[opinion]] debuff from other pawns. However how problematic this is depends on a number of factors. Firstly, pawn beauty is purely additive, so traits such as [[Beautiful]], implants such as [[aesthetic shaper]]s, genes such as [[attractive]]{{BiotechIcon}} can mitigate the effect of the gland in part or totally. Additionally, beauty's effects only stack to a maximum of {{+|2}} so a combination of them allows even stoneskin-implantees to have the maximum possible effective beauty.&lt;br /&gt;
&lt;br /&gt;
Secondly, pawns that are [[ascetic]], [[kind]], or [[Sight|blind]] ignore beauty effects. As such, if the whole colony meets these criteria, such as by restrictive recruiting, gene editing everyone with [[kind instinct]]{{BiotechIcon}} or running a [[blindsight]]{{IdeologyIcon}} colony, the beauty penalty may be irrelevant.&lt;br /&gt;
&lt;br /&gt;
Lastly, the opinon malus may be a benefit. While ugly pawns may have more social fights and are less likely to mood boosting social relationships, they will be disliked by most other pawns. For disposable pawns this means that their deaths may be a net positive mood, as other pawns get the &amp;quot;Rival Died&amp;quot; thought.{{Check Tag|Thought template}}&lt;br /&gt;
&lt;br /&gt;
=== Gland comparisons ===&lt;br /&gt;
Comparison table of the different types of skin gland:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]] &lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] &lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] &lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Toughskin gland|Toughskin]], [[armorskin gland|armorskin]], and stoneskin glands no longer stack&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Adjusted from 50/40/70%  to 70/30/50%&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Might expand with ways to counter move speed penalty and beauty in the future; can't do now due to health !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Leaving here previous analysis content, just in case:&lt;br /&gt;
&lt;br /&gt;
Stoneskin glands provide a moderate amount of protection. While not to the point where it's &amp;quot;very difficult&amp;quot; to hurt a user as the description implies, a 30% to 40% reduction in incoming DPS for most weapons is significant, and better than that of a set of normal steel plate armor while also stacking with any armor option.!--&amp;gt;&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stoneskin_gland&amp;diff=178998</id>
		<title>Stoneskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stoneskin_gland&amp;diff=178998"/>
		<updated>2026-04-05T03:23:26Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Stoneskin gland&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| description = This bionic gland releases chemicals and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&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 = 25&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| marketvalue  = 1920&lt;br /&gt;
| armorblunt  = 30&lt;br /&gt;
| armorsharp  = 70&lt;br /&gt;
| armorheat  = 50&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes&lt;br /&gt;
| layer = Internal&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''Stoneskin Gland''' is an implant added by the [[Royalty DLC]] that gives the host pawn natural armor, in exchange for making them uglier and slower. It is the most protective and has the largest penalties of the three skin gland implants, being stronger than both the [[Toughskin gland|toughskin]] and [[armorskin gland|armorskin]] glands.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Pawns with a stoneskin gland implanted in their torso{{Check Tag|Verify}} gain an offset to their intrinsic Sharp/Blunt/Heat stone by {{P|Armor - Sharp}}/{{P|Armor - Blunt}}/{{P|Armor - Heat}}% respectively. All skin glands, including [[vacskin gland]]s,{{OdysseyIcon}} are mutually exlusive and there are no other sources of intrinsic stone for [[human]]s {{Hover title|Version/1.6.4630|as of the time of writing}}. As such, the base values before the offset is always 0%/0%/0%. Intrinsic stone is considered as its own layer for the purposes of [[Apparel#Protection|stone calculations]] and is the final layer considered after all [[apparel]]. Intrinsic stone still protects body parts replaced by [[artificial body parts]] and body parts that would not logically have skin, such as eyes.&lt;br /&gt;
&lt;br /&gt;
It also reduces [[pawn beauty]] by {{--|2}}, potentially resulting in an [[opinion]] malus with other humans that are not [[ascetic]], [[kind]], and [[Sight|blind]] depending on other beauty effects. It also multiplies the pawn's [[moving]] by a factor of {{Bad|x85%}}.&lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.15}}}} levels of [[Melee]] skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 8, when replacing one leg, or under 11 for both legs.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, stoneskin glands will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&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;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Stoneskin glands give pawns slightly worse protection than an excellent [[flak jacket]] while stacking with any armor option. By itself, this makes it ideal for pawns in melee combat ''who require prioritizing sustainability over speed'', or those who are capable of brushing off the move speed penalty altogether, allowing them to fight and soak off damage for longer as well as keeping them more healthy overall and thus remaining more competent in a fight while hopefully giving less work to their [[medical]] pawns. &lt;br /&gt;
&lt;br /&gt;
''Do not underestimate the added armor your colonist gets with this implant'': Against human raids, you will usually face ranged weaponry whose AP will be lower than 30%; unless you are under fire from a [[sniper rifle]], [[charge rifle]] or [[charge lance]] you will have a least a 40% chance to reduce the damage taken in half (Check [[Apparel#Protection]] for more details), which is quite high compared to most non-armor apparel.  &lt;br /&gt;
&lt;br /&gt;
Still, it's worth noting that armor is applied separately for each layer of apparel, starting from the Outer layer; the stoneskin gland is great for giving another layer of defense as a &amp;quot;safety net&amp;quot;, but if you wish to outright negate any incoming damage from ranged attacks, consider equipping any form of [[power armor]] instead, especially [[cataphract armor]]. It also gives decent protection against melee weapons using sharp damage, but its [[Armor - Blunt|Blunt armor]] will likely be largely or completely nullified by most blunt weapons, so it's recommended to be careful against enemies carrying them.&lt;br /&gt;
&lt;br /&gt;
It is not recommended for ranged colonists to have it unless you nullify the move speed penalty, since it will become harder for them to position, reposition or escape from any danger, and will likely complicate hit-and-run tactics or outright make them impossible, such as [[kiting]]; not to mention that you are better off using [[cover]] to prevent any damage whatsoever and drawning away aggro from them if possible, likely by the ''meleeist'' who will have the stoneskin gland instead, making them less necessary for ranged colonists. If defense is still a concern, consider using either [[recon armor]] or [[marine armor]], or a combination of [[devilstrand]] [[duster]] and [[flak vest]], as they will give more armor and less movement speed penalty.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that [[ghoul]]s{{AnomalyIcon}} '''cannot wear any form of apparel at all''', but ''can be implanted with a gland''; this makes the skin glands the only way to give ghouls any form of armor. The stoneskin gland, as the one giving the most protection, comes in handy to complement a ghoul already capable of absorbing huge amounts of damage provided it's equipped with any damage reduction upgrades such as [[ghoul plating]],{{AnomalyIcon}} the [[Robust]]{{BiotechIcon}} gene, the [[tough]] [[traits|trait]] or even the [[metalblood heart]]{{AnomalyIcon}} or a [[metalblood serum]],{{AnomalyIcon}} as the damage reduction still allows chip damage to eventually [[down]] or [[Death|kill]] the ghoul but can be mitigated thanks to the gland's armor preventing some of said damage.&lt;br /&gt;
&lt;br /&gt;
=== Beauty effects ===&lt;br /&gt;
A stoneskin gland severely reduces the beauty of a pawn, which causes a {{--|40}} [[opinion]] debuff from other pawns. However how problematic this is depends on a number of factors. Firstly, pawn beauty is purely additive, so traits such as [[Beautiful]], implants such as [[aesthetic shaper]]s, genes such as [[attractive]]{{BiotechIcon}} can mitigate the effect of the gland in part or totally. Additionally, beauty's effects only stack to a maximum of {{+|2}} so a combination of them allows even stoneskin-implantees to have the maximum possible effective beauty.&lt;br /&gt;
&lt;br /&gt;
Secondly, pawns that are [[ascetic]], [[kind]], or [[Sight|blind]] ignore beauty effects. As such, if the whole colony meets these criteria, such as by restrictive recruiting, gene editing everyone with [[kind instinct]]{{BiotechIcon}} or running a [[blindsight]]{{IdeologyIcon}} colony, the beauty penalty may be irrelevant.&lt;br /&gt;
&lt;br /&gt;
Lastly, the opinon malus may be a benefit. While ugly pawns may have more social fights and are less likely to mood boosting social relationships, they will be disliked by most other pawns. For disposable pawns this means that their deaths may be a net positive mood, as other pawns get the &amp;quot;Rival Died&amp;quot; thought.{{Check Tag|Thought template}}&lt;br /&gt;
&lt;br /&gt;
=== Gland comparisons ===&lt;br /&gt;
Comparison table of the different types of skin gland:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]] &lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] &lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] &lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Toughskin gland|Toughskin]], [[armorskin gland|armorskin]], and stoneskin glands no longer stack&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Adjusted from 50/40/70%  to 70/30/50%&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Might expand with ways to counter move speed penalty and beauty in the future; can't do now due to health !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Leaving here previous analysis content, just in case:&lt;br /&gt;
&lt;br /&gt;
Stoneskin glands provide a moderate amount of protection. While not to the point where it's &amp;quot;very difficult&amp;quot; to hurt a user as the description implies, a 30% to 40% reduction in incoming DPS for most weapons is significant, and better than that of a set of normal steel plate armor while also stacking with any armor option.!--&amp;gt;&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armorskin_gland&amp;diff=178997</id>
		<title>Armorskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armorskin_gland&amp;diff=178997"/>
		<updated>2026-04-05T03:23:19Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Armorskin gland&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| description = This bionic gland releases chemicals and nanomachines that toughen the skin and add flexible subdermal keratin plates at strategic points. This makes the user more resistant to damage across their whole body. Unfortunately, These changes make the skin appear leathery, with wrinkles across the whole body and face, which is generally considered ugly.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&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 = 20&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| marketvalue  = 1475&lt;br /&gt;
| armorblunt  = 20&lt;br /&gt;
| armorsharp  = 52&lt;br /&gt;
| armorheat  = 40&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes&lt;br /&gt;
| layer = Internal&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''Armorskin Gland''' is an implant added by the [[Royalty DLC]] that gives the host pawn natural armor, in exchange for making them uglier and slower. It is the middle option of the three skin gland implants, with protection and penalties between that of the [[Toughskin gland|toughskin]] and [[Stoneskin gland|stoneskin gland]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Pawns with an armorskin gland implanted in their torso{{Check Tag|Verify}} gain an offset to their intrinsic Sharp/Blunt/Heat Armor by {{P|Armor - Sharp}}/{{P|Armor - Blunt}}/{{P|Armor - Heat}}% respectively. All skin glands, including [[vacskin gland]]s,{{OdysseyIcon}} are mutually exlusive and there are no other sources of intrinsic armor for [[human]]s {{Hover title|Version/1.6.4630|as of the time of writing}}. As such, the base values before the offset is always 0%/0%/0%. Intrinsic armor is considered as its own layer for the purposes of [[Apparel#Protection|armor calculations]] and is the final layer considered after all [[apparel]]. Intrinsic armor still protects body parts replaced by [[artificial body parts]] and body parts that would not logically have skin, such as eyes.&lt;br /&gt;
&lt;br /&gt;
It also reduces [[pawn beauty]] by {{--|1}}, potentially resulting in an [[opinion]] malus with other humans that are not [[ascetic]], [[kind]], and [[Sight|blind]] depending on other beauty effects. It also multiplies the pawn's [[moving]] by a factor of {{Bad|x90%}}.&lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.1}}}} levels of [[Melee]] skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 7, when replacing one leg, or under 10 for both legs.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, armorskin glands will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&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|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&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=Almost missing analysis. Also ghouls specifically}}&lt;br /&gt;
It provides a noticeable amount of protection. Keep in mind that armor penetration usually negates a part of the implant's armor rating, making it less protective than expected.&lt;br /&gt;
&lt;br /&gt;
Comparison table of the different types of skin gland:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]] &lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] &lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] &lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Toughskin gland|Toughskin]], armorskin, and [[stoneskin gland|stoneskin]] glands no longer stack&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Buffed from 35/20/40% to 52/20/40%&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toughskin_gland&amp;diff=178996</id>
		<title>Toughskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toughskin_gland&amp;diff=178996"/>
		<updated>2026-04-05T03:18:58Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Toughskin gland&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| description = This bionic gland releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&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;
| marketvalue  = 1030&lt;br /&gt;
| armorblunt  = 10&lt;br /&gt;
| armorsharp  = 35&lt;br /&gt;
| armorheat  = 30&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes&lt;br /&gt;
| layer = Internal&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''toughskin gland''' is an implant added by the [[Royalty DLC]] that gives the host pawn natural armor, in exchange for making them slower. &lt;br /&gt;
&lt;br /&gt;
It is the least protective and has the smallest penalties of the three skin gland implants, being weaker than both the [[armorskin gland|armorskin]] and [[stoneskin gland]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Pawns with a toughskin gland implanted in their torso{{Check Tag|Verify}} gain an offset to their intrinsic Sharp/Blunt/Heat Armor by {{P|Armor - Sharp}}/{{P|Armor - Blunt}}/{{P|Armor - Heat}}% respectively. All skin glands, including [[vacskin gland]]s,{{OdysseyIcon}} are mutually exlusive and there are no other sources of intrinsic armor for [[human]]s {{Hover title|Version/1.6.4630|as of the time of writing}}. As such, the base values before the offset is always 0%/0%/0%. Intrinsic armor is considered as its own layer for the purposes of [[Apparel#Protection|armor calculations]] and is the final layer considered after all [[apparel]]. Intrinsic armor still protects body parts replaced by [[artificial body parts]] and body parts that would not logically have skin, such as eyes.&lt;br /&gt;
&lt;br /&gt;
It does not reduce [[pawn beauty]] like the other armor-providing skin glands but it does multiply the pawn's [[moving]] by a factor of {{Bad|x95%}}.&lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.05}}}} levels of [[Melee]] skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for some pawns with suitably low skill or other moving  penalties..&lt;br /&gt;
&lt;br /&gt;
As an artificial part, toughskin glands will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&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|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&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;
It provides slight protection, and covers body parts that get little to no armor, such as the eyes and fingers, but its protection is so small that it's often irrelevant. For example, a punch from a normal human with an organic arm deals blunt damage and has an AP of 12%, meaning this gland provides no protection whatsoever from the weakest possible attack from a human. The heat armor is notably better than the other two, offering a 15% chance to avoid being set on fire by most [[flame]] damage attacks but it is still lacklustre.&lt;br /&gt;
&lt;br /&gt;
Players who wish to protect their pawns should usually instead spend their silver or advanced components on proper armor or bionic limbs. A [[bionic arm]] completely removes the need to protect the fingers at all, and a [[recon helmet]] provides three times the sharp armor while covering the eyes.&lt;br /&gt;
&lt;br /&gt;
That being said, there is still a niche for this gland. Nudist colonies and [[ghoul]]s{{AnomalyIcon}} do not wear apparel and thus have very little armor. Therefore, even the minor protection of this gland may be useful. Even then, though, the armor bonus is still so low that players should generally consider the more protective armor glands.&lt;br /&gt;
&lt;br /&gt;
=== Gland comparisons ===&lt;br /&gt;
Comparison table of the different types of skin gland:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]] &lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] &lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] &lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Toughskin, [[armorskin gland|armorskin]], and [[stoneskin gland|stoneskin]] glands no longer stack&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Buffed from 20/10/20% to 35/10/30%&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178951</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178951"/>
		<updated>2026-04-04T14:05:43Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&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;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} 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 gizmo 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 [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/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;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/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;
&lt;br /&gt;
Each pawn has one or more meditation 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;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;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;
[[{{Q|Anima tree|Image}}|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;
&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;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +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;
&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;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, 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 +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&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;
&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;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, 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 +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &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;
&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;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|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;
[[{{Q|Grave|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: Must have a '''non'''-Tribal childhood backstory. Must '''not''' have the [[Ascetic]] trait.{{Check Tag|Any other lockouts?|Traits page claims that multiple other traits (Jealous, for example) will remove this meditation type. Add info here or remove incorrect info there.}}&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;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is 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;
{| {{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;
! 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;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s 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;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s 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;
[[{{Q|Brazier|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Void ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Void fascination|Void Fascination]], [[Inhumanized]]&lt;br /&gt;
&lt;br /&gt;
Void meditation was added with the Anomaly DLC and is used by pawns who have either become inhumanized or have the Void Fascination trait.&lt;br /&gt;
&lt;br /&gt;
'''[[Void monolith]]:'''&lt;br /&gt;
[[{{Q|Void monolith|Image}}|64px|left|link=Void monolith]][[File: Void_Monolith_Awakened_Valid_Meditation_Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
The void monolith has a base Meditation Focus Strength of +30%. When the monolith is in it's &amp;quot;fallen monolith&amp;quot; state (3x3 as shown in the left image), a [[meditation spot]] placed with any part of the monolith within its radius will allow a pawn to use it as a focus object, however once the monolith is in its later stages (Awakened, 5x5) only the 3 squares directly in front of the monolith will allow the pawn to meditate with it as the focus object (see image on right). It appears that no other modifiers exist for the void monolith as they do for other foci.{{Check Tag|Fact Check Needed}} &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Harbinger tree]]:'''&lt;br /&gt;
[[{{Q|Harbinger tree|Image}}|64px|left|link=Harbinger tree]]&lt;br /&gt;
Harbinger trees have a base Meditation Focus Strength of +14%. It appears that no other modifiers exist for harbinger trees as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding platform]]:'''&lt;br /&gt;
[[{{Q|Holding platform|Image}}|64px|left|link=Holding platform]]&lt;br /&gt;
Holding platforms loaded with a captured [[Entities|entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. [[Holding spot|Holding spots]] work identically. Empty platforms/spots do not offer any meditation focus. It appears that no other modifiers exist for holding platforms as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Psychic ritual spot]]:'''&lt;br /&gt;
[[{{Q|Psychic ritual spot|Image}}|64px|left|link=Psychic ritual spot]]&lt;br /&gt;
Psychic ritual spots have a base Meditation Focus Strength of +8%. For each [[Void sculpture|void sculpture]] in range of the ritual spot, +2% meditation focus is added. This is independent of sculpture quality and stacks up to 6 sculptures. Similarly, for each [[Shard beacon|shard beacon]] in range of the ritual spot, a further +2% meditation focus is added. This can be stacked up to 4 times. Neither the void sculpture nor the shard beacon need to be in range of the meditation spot for the bonus to be in effect, they only have to affect the ritual spot.&lt;br /&gt;
Therefore the maximum psyfocus strength to be acquired from a psychic ritual spot is +28% and requires the ritual spot to be surrounded by 6 void sculptures of any quality and 4 shard beacons. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&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;
[[{{Q|Meditation throne|Image}}|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%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&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;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' 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 give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Invisibility_(disambiguation)&amp;diff=178950</id>
		<title>Invisibility (disambiguation)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Invisibility_(disambiguation)&amp;diff=178950"/>
		<updated>2026-04-04T11:21:36Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Formatting, shared mechanics if templatized (see psycast) etc}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is an effect that causes pawns to be unable to be targeted by enemies. Invisible enemies cannot be seen by the player unless revealed. It may be caused by or found on:&lt;br /&gt;
* [[Invisibility]] psycast{{RoyaltyIcon}}&lt;br /&gt;
* [[Revenant vertebrae]]{{AnomalyIcon}}&lt;br /&gt;
* [[Revenant]]{{AnomalyIcon}}&lt;br /&gt;
* [[Sightstealer]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
While invisible, pawns cannot be targeted by enemies for attacks. They can still be hit by stray shots and [[friendly fire]] in their direction. Invisible pawns do not have ''collision'', meaning that they will not prevent enemies from running past them. Enemies that are invisible cannot be seen directly by the player. Note that, despite the flavor text of invisibility stating that it is caused by psychic phenomena, [[psychically deaf]] pawns cannot see invisible enemies.&lt;br /&gt;
&lt;br /&gt;
Invisible pawns can be revealed through the [[hediff]]s &amp;quot;covered in [[firefoam]]&amp;quot; and &amp;quot;[[disruptor flare pack|disruptor flash]]&amp;quot;,{{AnomalyIcon}} negating all the benefits of being invisible. Simply walking over a firefoam puddle or a disruptor flare's light will ''not'' reveal invisibility, only the hediff caused by direct contact with these items. [[Waterskip]]{{RoyaltyIcon}} can also reveal invisible [[entities]]{{AnomalyIcon}} for a brief time, but will not expose an invisible colonist.&lt;br /&gt;
&lt;br /&gt;
The presence of invisible creatures can be detected via a [[proximity detector]],{{AnomalyIcon}} but not their number or exact location.&lt;br /&gt;
&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sight&amp;diff=178949</id>
		<title>Sight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sight&amp;diff=178949"/>
		<updated>2026-04-04T10:47:07Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: Not uncapped, as far as I can tell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How well a character can see.&lt;br /&gt;
}} Sight affects most colonist stats, with varying impact, though its importance will depend on the pawn's role in the colony. Sight contribution is capped at or near 100% for many stats, but some combat, medical, and cooking stats can go significantly higher.&lt;br /&gt;
&lt;br /&gt;
{{Hover title|Version/1.3.3242|At the time of writing}}, the maximum possible Sight capacity in the core game is 250% with a healthy pawn high on [[go-juice]] and [[luciferium]] with two [[archotech eye]]s installed, while also being infected with [[sensory mechanites]]. With the [[Royalty DLC]] installed, it is possible to reach a Sight capacity of up to a maximum of 325% with the addition of the  [[Focus]] psycast.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=There are definitely more of these that aren't listed - some to be tested inc. eclipses with the relevant precept, etc}}&lt;br /&gt;
Sight has a number of unique interactions with other mechanics, beyond the traditional effects on [[stats]]. &lt;br /&gt;
&lt;br /&gt;
Colonists whose Sight's base efficiency is less than 50% gain [[psychic sensitivity]] according to the formula &amp;lt;code&amp;gt;0.5-Sight base efficiency&amp;lt;/code&amp;gt;, for a maximum of {{Up|+50%}} psychic sensitivity when fully blind. '''Offsets''' and '''Post factors''' are completely ignored for this. Do note that previous to 1.5, this bonus was based on Sight efficiency instead.&lt;br /&gt;
&lt;br /&gt;
Pawns with 0% Sight:&lt;br /&gt;
* Are not subject to the factor from low [[light]] levels on [[move speed]] or on [[global work speed]]. &lt;br /&gt;
* Will not receive the &amp;quot;Observed corpse&amp;quot; or &amp;quot;Witnessed ally's death&amp;quot; moodlets.{{Check Tag|Other similar moodlets?|Wb the other witnessed death (inc outsider, family) and wb bloodlust?}}&lt;br /&gt;
* Do not experience the mood buff from [[aurora]]s, nor from [[eclipse]]s with the [[Ideoligion#Eclipse|eclipse]]{{IdeologyIcon}} precept.&lt;br /&gt;
* Do not gain nor lose any [[opinion]] for any other pawn based on their [[Beauty (Pawn)|beauty]] stat.&lt;br /&gt;
* Do not lose any [[opinion]] for [[disfigured]] pawns.&lt;br /&gt;
* Have the need for [[Beauty#Beauty_need_level|beautiful environments]] locked at 50%, becoming a total non-factor to their [[mood]].&lt;br /&gt;
* Cannot [[recreation|recreate]] at a [[telescope]], [[poker table]], [[billiards table]], [[hoopstone ring]], [[books]] or any type of [[television]]. They also cannot skygaze or view art for recreational purposes.&lt;br /&gt;
* Gain {{Up|+30%}} [[psychic sensitivity]] if they also have the [[Blind psysense]]{{IdeologyIcon}} precept and both their eyes removed. This stacks with the aforementioned {{Up|+50%}} for 0% sight bonus.&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
{{#ask: [[Sight Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Sight Importance# = Weight&lt;br /&gt;
| ?Sight Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula for sight is:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;'''Sight''' = (Base efficiency + Offsets) × Post factors&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Base efficiency is the result of combining both eyes efficiencies, with a 75% weight to the strongest eye. There are many way of writing it, but for this section the following will be used:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;'''Base efficiency''' = (right eye + left eye)/4 + max(right eye, left eye)/2&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Offsets are additive with each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All factors that affect Sight will be listed below.&lt;br /&gt;
&lt;br /&gt;
=== Base efficiency ===&lt;br /&gt;
* Eye efficiency.  100% importance, no allowed defect, no max.&lt;br /&gt;
** The game assigns 75% weight to the stronger eye and 25% weight to the weaker, so entirely losing a single eye reduces sight by 25% rather than 50%.&lt;br /&gt;
** [[Blindness]]: 0% part efficiency&lt;br /&gt;
** [[Cataract]]: 50% part efficiency. Results in {{--|12.5%}} sight for the first eye affected, {{--|37.5%}} for the second eye.&lt;br /&gt;
** [[Bionic eye]]:  125% part efficiency.  Results in {{+|18.75%}} sight for the first one installed, {{+|6.25%}} for the second one.&lt;br /&gt;
** [[Archotech eye]]:  150% part efficiency.  Results in {{+|37.5%}} sight for the first one installed, {{+|12.5%}} for the second one.&lt;br /&gt;
&lt;br /&gt;
::{{Sight Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets affect Sight.&lt;br /&gt;
* [[Sensory mechanites]]: {{+|50%}}&lt;br /&gt;
* [[Go-juice]]: {{+|35%}}&lt;br /&gt;
* [[Luciferium]]: {{+|15%}}&lt;br /&gt;
* [[Tox gas]]:{{BiotechIcon}}&lt;br /&gt;
** Mild: {{--|10%}}&lt;br /&gt;
** Moderate: {{--|25%}}&lt;br /&gt;
** Severe: {{--|40%}}&lt;br /&gt;
&lt;br /&gt;
=== Post factors ===&lt;br /&gt;
* [[Blindfold]]{{IdeologyIcon}}: Sets maximum to 20%&lt;br /&gt;
* [[Focus]] psycast {{RoyaltyIcon}}: '''x130%'''&lt;br /&gt;
&lt;br /&gt;
== Example == &lt;br /&gt;
If we were to calculate the highest possible value in unmmoded rimworld, we would have:&lt;br /&gt;
*Base efficiency: &lt;br /&gt;
** Right eye: '''150%''' ([[archotech eye]])&lt;br /&gt;
** Left eye: '''150%''' ([[archotech eye]])&lt;br /&gt;
*Offsets (total {{+|100%}}):&lt;br /&gt;
** [[Luciferium]]: {{+|15%}}&lt;br /&gt;
** [[Go-juice| Go-juice High]]: {{+|35%}}&lt;br /&gt;
** [[Sensory mechanites]]: {{+|50%}}&lt;br /&gt;
*Post factors:&lt;br /&gt;
** [[Focus]] psycast{{RoyaltyIcon}}: '''x130%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this, Base efficiency would be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;'''Base efficiency''' = (1.5 + 1.5)/4 + max(1.5, 1.5)/2 = 3.0/4 + 1.5/2 = 0.75 + 0.75 = 1.5 = '''150%''' &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replacing values, the maximin Sight capacity is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
'''Sight''' = (1.5 + 1.0) * 1.3 = 3.25&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Sight''' = 325%&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Capacity]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=178932</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=178932"/>
		<updated>2026-04-04T02:18:36Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Space sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent,{{RoyaltyIcon}} Archonexus,{{IdeologyIcon}} The Gravship{{OdysseyIcon}} and its subquests) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]],{{RoyaltyIcon}} those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social skill|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]],{{RoyaltyIcon}} an world event [[condition causer]],{{RoyaltyIcon}} or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[transport pod]]s, [[Permits|imperial shuttle]],{{RoyaltyIcon}} or [[passenger shuttle]]{{OdysseyIcon}} to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]],{{IdeologyIcon}} in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a chance that the sanguophages will spawn with both the sanguophage xenotype and a germline xenotype.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 grav engine at a time.&lt;br /&gt;
&lt;br /&gt;
==Space sites==&lt;br /&gt;
{{stub|section=1|reason=More detail for these, as well as the planet sites. Possibly have each site have its own subsection}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} Like the [[long-range mineral scanner]], these quests will only generate from an active [[orbital scanner]] or [[ancient uplink]]. Each location is in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources. It is more common than the other quests.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with no minable ores, but a hollow core containing structures with loot.&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity. Less common than the other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s and inside drones.&lt;br /&gt;
&lt;br /&gt;
==Planet sites==&lt;br /&gt;
{{OdysseyIcon}} These quests can be given by interfacing with visitors and inbound caravans, or by reading [[book]]s that have a discover quest reward (only once per book). &lt;br /&gt;
&lt;br /&gt;
*'''Ancient mercenaries:''' Hostile ancients are in the area, one of them wielding a [[unique weapon]].&lt;br /&gt;
*'''Ancient structure:''' Generates a [[landmark]] on a given tile, even if it wasn't there before. Options include [[ancient warehouse]]s, [[ancient garrison]]s, [[ancient launch site]]s, and [[infested settlement]]s.&lt;br /&gt;
*'''Alpha thrumbo spotting:''' An [[alpha thrumbo]] and herd of regular thrumbos will be in the area.&lt;br /&gt;
&lt;br /&gt;
The above methods can also discover [[#Item stash|item stash]]es, [[#Bandit camp|bandit camps]], and [[#Ancient complex|ancient complexes]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Orbital fugitive==&lt;br /&gt;
{{stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A fugitive has hid on an abandoned orbital platform, and the quest giver wants them dead. The reward will be a gravship building, e.g., a [[fuel optimizer]] or [[pilot subpersona core]].&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fuel_optimizer&amp;diff=178931</id>
		<title>Fuel optimizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fuel_optimizer&amp;diff=178931"/>
		<updated>2026-04-04T02:18:08Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and formatting/cleanup}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fuel optimizer&lt;br /&gt;
| image = FuelOptimizer_north.png&lt;br /&gt;
| description = A gravtech unit that allows grav engine lift to coordinate more efficiently with traditional thrusters. It reduces the fuel needed for gravship flight. A gravship can support two fuel optimizers.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 150&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| flammability = 0.3&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
| placeable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| cleaning time factor = &lt;br /&gt;
| filth multiplier = &lt;br /&gt;
| speed = &lt;br /&gt;
&amp;lt;!-- Creation &lt;br /&gt;
Not created, but used for the deconstruct/destruction yield.&lt;br /&gt;
&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
The '''fuel optimizer''' is a [[building]] added by the [[Odyssey DLC]] that reduces the amount of [[chemfuel]] consumed per world tile travelled by a [[gravship]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Fuel optimizer cannot be built, and can only be acquired through Odyssey-related [[quests]] and locations discovered with the [[orbital scanner]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Fuel optimizers can be placed anywhere within on the [[gravship]]. Each fuel optimiser reduces the [[chemfuel]] required per tile traveled by the gravship by {{Icon Small|Chemfuel}} {{---|3}}. Up to two optimizers can affect a gravship at one time, reducing the chemfuel cost per tile from {{Icon Small|Chemfuel||10}} to {{Icon Small|Chemfuel||4}}. Note that this does not affect the base take off cost of {{Icon Small|Chemfuel||50}}. In other words, the fuel consumption of a gravship can be stated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gravship base&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 10), whichever is greater.&lt;br /&gt;
|-&lt;br /&gt;
! Gravship + 1× Fuel optimizer&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 7), whichever is greater. &lt;br /&gt;
|-&lt;br /&gt;
! Gravship + 2× Fuel optimizer&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 4), whichever is greater. &lt;br /&gt;
|-&lt;br /&gt;
! [[Passenger shuttle]]&lt;br /&gt;
| {{Icon Small|Chemfuel||50}} or {{Icon Small|Chemfuel}} (World Tiles Traveled × 3), whichever is greater. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Fuel by Distance Traveled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=400&lt;br /&gt;
|xAxisTitle=World Tiles Traveled &lt;br /&gt;
|yAxisTitle= Chemfuel consumed&lt;br /&gt;
|legend=Legend&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.9999,  1,  5,  7,  8, 12, 13, 16, 17, 62,136&lt;br /&gt;
|y1=0, 0     , 50, 50, 70, 80,120,130,160,170,620,1360&amp;lt;!--Max(50,10xDistance)--&amp;gt;&lt;br /&gt;
|y2=0, 0     , 50, 50, 50, 56, 84, 91,112,119,434,952&amp;lt;!--Max(50, 7xDistance)--&amp;gt;&lt;br /&gt;
|y3=0, 0     , 50, 50, 50, 50, 50, 52, 64, 68,248,544&amp;lt;!--Max(50, 4xDistance)--&amp;gt;&lt;br /&gt;
|y4=0, 0     , 50, 50, 50, 50, 50, 50, 50, 51,186&amp;lt;!--Max(50, 3xDistance)--&amp;gt;&lt;br /&gt;
|y1Title = Gravship Base&lt;br /&gt;
|y2Title = Gravship + 1x Fuel optimizer&lt;br /&gt;
|y3Title = Gravship + 2x Fuel optimizer&lt;br /&gt;
|y4Title = Passenger shuttle&lt;br /&gt;
|colors=skyblue, blue, black, red, green}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Thrusters !! Max World Tiles Traveled ||  Gravship base || 1× Fuel optimizer || 2× Fuel optimizer&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||1}} &lt;br /&gt;
| 10 || 100 || 70 || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||2}} &lt;br /&gt;
| 20 || 200 || 140 || 80&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||3}} &lt;br /&gt;
| 30 || 300 || 210 || 120&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} &lt;br /&gt;
| 40 || 400 || 280 || 160&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||1}} &lt;br /&gt;
| 56 || 560 || 392 || 224&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||2}} &lt;br /&gt;
| 72 || 720 || 504 || 288&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||3}} &lt;br /&gt;
| 88 || 880 || 616 || 352&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||4}} &lt;br /&gt;
| 104 || 1040 || 728 || 416&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||5}} &lt;br /&gt;
| 120 || 1200 || 840 || 480&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Small thruster||4}} + {{Icon Small|Large thruster||6}} &lt;br /&gt;
| 136 || 1360 || 952 || 544&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Two Fuel Optimizers is enough to reduce the fuel cost to the point that a single [[Large chemfuel tank]] can support a full set of thrusters to travel the maximum possible distance. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:FuelOptimizer east.png|Facing east &lt;br /&gt;
File:FuelOptimizer_north.png|Facing north &lt;br /&gt;
File:FuelOptimizer south.png|Facing 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|odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Downed&amp;diff=178928</id>
		<title>Downed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Downed&amp;diff=178928"/>
		<updated>2026-04-04T01:19:00Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Death on down */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:downed_preview.png|right]]'''Downed''' is a condition in which a creature (human, animal, etc) is alive but incapable of [[Moving|movement]]. This is caused by one of the following states, listed in order of severity:&lt;br /&gt;
# Unconsciousness: [[Consciousness]] falls below 30% but remains above 0%.&lt;br /&gt;
# Pain shock: [[Pain]] reaches [[Pain Shock Threshold]].&lt;br /&gt;
# Incapacitated: [[Moving]] capacity is 15% or less. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Incapacitated'''&amp;quot; and &amp;quot;'''incapable of movement'''&amp;quot; are often used as synonyms for downing. Creatures properly inside a bed are usually called &amp;quot;incapacitated&amp;quot; or &amp;quot;resting&amp;quot; rather than &amp;quot;downed&amp;quot;, but they are functionally similar. A pawn that is only incapacitated, but still conscious, can have [[mood]] changes; [[need]]s like [[Recreation]] and [[Beauty]] will only decay when a pawn is conscious.&lt;br /&gt;
&lt;br /&gt;
Downed pawns will drop their [[weapon]]s and other carried items but will not drop equipped apparel and utility items. The vast majority of enemies will stop attacking a downed target. Pawns under [[murderous rage]] and [[Animals#Predation|predator animal]]s looking for food can continue to target them, however. Also, downed pawns are still vulnerable to explosions. Shooters beyond 4 tiles have half the chance of hitting a downed target. Within 3 tiles, they instead gain a massive {{+|750%}} &amp;quot;Execution&amp;quot; bonus to their hit chances.&lt;br /&gt;
&lt;br /&gt;
== Death on down ==&lt;br /&gt;
{{Stub|section=1|reason=1) Full list of triggers for DoD are not known - needs someone to either go through the C# or extensive testing, 2) Some sort of display of chance by population intent similar to [https://rimworldwiki.com/index.php?title=Downed&amp;amp;curid=20920&amp;amp;diff=139742&amp;amp;oldid=134660 what was on the page before] but actually correct. 3) Further explanation of population intent. 4) DoD is avoided by bleeding }} &lt;br /&gt;
Enemy pawns have a chance to instantly [[death|die]] when downed from certain causes, even when the condition would otherwise not kill them:&lt;br /&gt;
* [[Pain Shock Threshold|Pain Shock]]&lt;br /&gt;
* When damage  directly drops [[Moving]] below 15%&lt;br /&gt;
* [[Heatstroke]] &amp;amp; [[hypothermia]]&lt;br /&gt;
* [[Toxic buildup]]&lt;br /&gt;
* [[Lung rot]]&lt;br /&gt;
&lt;br /&gt;
This chance is dependent on current [[PopulationIntent|population intent]] and the [[AI Storytellers#Enemy death on downed|storyteller settings]], the latter of which can be adjusted at any time. Other causes of downing, such as [[consciousness]] reductions from [[ailments]], do not trigger this death chance, so are preferred if you want to capture somebody.&lt;br /&gt;
&lt;br /&gt;
Certain enemies will always die when downed. These include:&lt;br /&gt;
* Enemy [[mechanoid]]s. However a known bug does exist that rarely prevents this death, and [[friendly mechanoids]] {{BiotechIcon}} are an exception to this rule.&lt;br /&gt;
* [[Revenant]]s ,{{AnomalyIcon}} which will play their death animation.&lt;br /&gt;
* [[Dreadmeld]]s ,{{AnomalyIcon}} which will spawn [[Fleshbeasts]] {{AnomalyIcon}} regardless if they were knocked out through various means.&lt;br /&gt;
&lt;br /&gt;
=== Bypasses ===&lt;br /&gt;
Notably, death on down doesn't occur when [[blood loss]] or the expiration of a hediff is the cause for incapacitation. This can be used to guarantee the capture of valuable enemy pawn by applying the hediff, then damage them to a certain level and wait for the hediff to expire.&lt;br /&gt;
* [[Painblock]] and [[Go juice]] multiplies pain by 10%. The pain shock threshold of most pawns are below 90%, meaning if their pain level is 9% and pain block expires, they will be downed without dying. However beware that apparels such as the [[war mask]] increases the pain shock threshold of their wearer&lt;br /&gt;
* Psychic [[Focus]] improves movement by {{Good|x130%}}, the pawn will be downed if the movement of the pawn drop below 20% and the hediff expire&lt;br /&gt;
* Reaching the extreme severity of [[Vacuum exposure]] will down hostile pawns without killing them. Note that this requires vacuum exposure to reach &amp;gt;85% severity, with guaranteed death occurring at 100% severity. A pawn lacking any form of vacuum protection will accrue 2% severity every second, meaning that in the most extreme scenario a pawn has to be captured within 7 seconds after downing to prevent death. Once a pawn is captured, they are considered to be in a &amp;quot;safe&amp;quot; environment and will lose 10% exposure per second while being carried. This allows a pawn to be transported across large stretches of vacuum without risk provided they are not dropped during transit (Due to recovering 10% exposure per second a dropped pawn will no longer be incapacitated).&lt;br /&gt;
&lt;br /&gt;
[[Tox gas]] exposure applies {{++|25%}} pain and can be used to immediately bring pain level over the threshold. But it also cause {{--|60%}} [[breathing]], which will kill the pawn if their breathing is already below 60%.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
An incapacitated creature is a valid target for a variety of actions:&lt;br /&gt;
* [[Rescue]]d to the nearest available bed or sleeping spot.&lt;br /&gt;
* Being ranged or melee attacked to [[death]] by a [[drafted]] pawn, which does not give XP.&lt;br /&gt;
* Being carried by any drafted pawn, even if [[incapable]] of hauler [[work]]. They can be dropped in place, carried to a bed or loaded directly into a [[cryptosleep casket]].&lt;br /&gt;
** Colonists that are downed but are not currently being held can be brought into a ready [[Biosculpter pod]].{{IdeologyIcon}} &lt;br /&gt;
* Being [[Doctoring|tended]] by a drafted pawn on the spot. Tending with [[Medicine (disambiguation)|medicine]] requires the drafted pawn to be holding medicine within their inventory.&lt;br /&gt;
&lt;br /&gt;
Actions specific to incapacitated [[human]]s:&lt;br /&gt;
* [[Prisoner|Imprisonment]] by a drafted pawn.&lt;br /&gt;
* Stripping of [[apparel]], including [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Actions specific to downed animals:&lt;br /&gt;
* Neck cuts. A [[hunt]]ing colonist will finish off any animal that is set to hunt. &lt;br /&gt;
** Tame animals cannot be hunted, but [[slaughter]]ing is functionally similar and does not require downing.&lt;br /&gt;
== Crawling ==&lt;br /&gt;
{{stub| reason = details on downed raiders, how long until a pawn starts crawling after being downed.}}&lt;br /&gt;
When downed, a human pawn with [[manipulation]] will begin crawling after some time to the nearest bed or away from hostile threats. If bleeding, a trail of blood will follow them where they crawl. Downed enemy pawns will attempt to crawl to the map's borders and escape.&amp;lt;br&amp;gt;&lt;br /&gt;
If the pawn is being rescued by another pawn, then they will stop crawling.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s {{AnomalyIcon}} will continue trying to attack their target in melee range when crawling.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - [[Draft]]ed pawns can tend to others in the field, and will use medicine if they are carrying any. They can also be ordered to carry another downed pawn and drop them on command.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Downed pawns will now crawl away from danger and towards beds. Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eggs&amp;diff=178095</id>
		<title>Eggs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eggs&amp;diff=178095"/>
		<updated>2026-03-25T16:52:04Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Fertilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Do not delete--&amp;gt;{{#set:Image = [[File:Egg small a.png]]}}&amp;lt;!--Do not delete--&amp;gt;{{Info|'''Eggs''' are a type of [[animal]] product and [[raw food]]. They are carried inside a female of an egg-laying species until they are ready to be laid, at which point they become a workable item and the female's egg-laying timer resets to zero.}} When there are two or more eggs in a stack, the image will change to represent a pile of eggs.&lt;br /&gt;
&lt;br /&gt;
== Egg producers ==&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_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertilization ==&lt;br /&gt;
If a male of the same species is not present or fails to copulate with the female before she finishes laying the egg, the female is described as &amp;quot;Unfertilized&amp;quot; in her inspect pane. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(unfert.)&amp;lt;/code&amp;gt; after the egg name. Many types of animals do not lay unfertilized eggs. For example, a female [[ostrich]]'s egg-laying timer stops at 50% until fertilization occurs.&lt;br /&gt;
&lt;br /&gt;
If a male of the same species is present and copulates with the female before she finishes laying the egg, the female will show &amp;quot;Fertilized&amp;quot; on her inspect pane. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(fert.)&amp;lt;/code&amp;gt; after the egg name.&lt;br /&gt;
&lt;br /&gt;
Both fertilized and unfertilized eggs are edible. If eaten raw, both generate the &amp;quot;[[Thoughts#Ate raw food|Ate raw food]]&amp;quot; thought. Eggs can be used as a substitute for [[meat]] when cooking [[meals]]. Each can substitute for 5 meat, e.g. a fine meal requires only one egg and 5 vegetables.&lt;br /&gt;
&lt;br /&gt;
== Unfertilized eggs ==&lt;br /&gt;
[[File:Eggs unfertilized.png|28px|left|thump|An unfertilized egg.]]&lt;br /&gt;
All unfertilized eggs rot in 15 days unless refrigerated or frozen. &lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
[[File:Egg fertilized.png|28px|left|thump|A fertilized egg.]]&lt;br /&gt;
When protected from [[Ovivore|ovivorous]] animals, bad temperatures, and outdoors deterioration, fertilized eggs will hatch into a baby animal, even if both parents die. The progress to hatching time is displayed on the inspect pane when the egg is selected. &lt;br /&gt;
&lt;br /&gt;
Fertilized eggs do not rot like most food, but they can [[deteriorate]] if left outside and unroofed or get ruined by bad temperatures. Extreme temperatures will kill the animal within the egg, transforming fertilized eggs into unfertilized eggs that are unable to hatch. Eggs are safe between {{Temperature|0|50}}.&lt;br /&gt;
&lt;br /&gt;
An [[egg box]] can be used to direct egg laying animals where to lay both fertilized and unfertilized eggs.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
Fertilized and unfertilized eggs can be eaten for their base nutrition. They can also be used as a [[cooking]] ingredient, where they can also be substituted for an amount of meat of equivalent nutrition in meals that require meat, and used in place of any nutrition in vegetarian meals.&lt;br /&gt;
&lt;br /&gt;
Letting fertilized eggs hatch and butchering the hatchling for meat often results in more total nutrition than using the fertilized eggs for cooking, but this is species dependent and more time is spent at the butcher's table.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fertilized eggs now turn into unfertilized eggs upon being ruined. Added unfertilized versions of all eggs.&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food|#Eggs]] [[Category:Raw Food|#Eggs]] [[Category:Animal Products|#Eggs]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zaimy8ojkgikzk90&amp;topic_postId=zaimy8ojkkgn7o78&amp;topic_revId=zaimy8ojkkgn7o78&amp;action=single-view</id>
		<title>Topic:Zaimy8ojkgikzk90</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zaimy8ojkgikzk90&amp;topic_postId=zaimy8ojkkgn7o78&amp;topic_revId=zaimy8ojkkgn7o78&amp;action=single-view"/>
		<updated>2026-03-20T12:23:16Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:RepeatingDigits&quot; class=&quot;mw-userlink&quot; title=&quot;User:RepeatingDigits&quot;&gt;&lt;bdi&gt;RepeatingDigits&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:RepeatingDigits&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:RepeatingDigits&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/RepeatingDigits&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/RepeatingDigits&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Zaimy8ojkgikzk90&amp;amp;topic_showPostId=zaimy8ojkkgn7o78#flow-post-zaimy8ojkkgn7o78&quot;&gt;commented&lt;/a&gt; on &quot;The comparison tables do not show non-stuffable armor values&quot; (&lt;em&gt;The armor values for non-stuffables (like marine armor) are listed as x0 (the stuff multiplier) instead of the hardcoded armor values (wh...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=176396</id>
		<title>Fishing zone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=176396"/>
		<updated>2026-03-03T09:40:01Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, unique weapons can be fished}}&lt;br /&gt;
{{infobox main|area|&lt;br /&gt;
| name = Fishing zone&lt;br /&gt;
| image = ZoneCreate Fishing.png&lt;br /&gt;
| description = Create an area where your hunters will fish. Must be placed over water containing fish. Larger bodies of water are generally better for fishing.&lt;br /&gt;
| type = Zones&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| research = fishing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''fishing zone''' designates where fisher pawns can catch [[fish]]. They are the main source for fish such as [[salmon]] and [[marlin]]. Fishing also occasionally allows fisher pawns to reel in treasures such as [[drugs]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Fishing zones can be designated once the [[Research#Fishing|Fishing]] research project is finished. [[New Tribe]] start will start with it researched.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Colonists will fish on a free tile of the fishing zone as part of the Fish job in the [[Work|Work tab]] governed by their [[Animals]] skill. You can only create fishing zones in shallow non-toxic water with a population of fish. When colonists or animals fish, the population of fish in that area decreases accordingly to the amount fished. The population in a given body of water replenishes itself at a rate of 2.5% of its maximum population per day, provided there's no Gill Rot event. However, low fish populations lead to lower fishing rates.&lt;br /&gt;
&lt;br /&gt;
For unusual catches, there is a 2% that a negative fishing outcome(fish attack or escape) occurs, but if the last negative outcome on this map was less than {{ticks/gametime|300000}} ago, this part would be skipped. On top of that, only some fish (like piranha or guppy) are capable of having negative outcomes, and as such a negative outcome cannot happen if there are no fish that can have a negative outcome. Next, if any pollution in current water body, there is a chance to catch [[Toxfish]]{{BiotechIcon}}. Higher pollution levels increase the chance of catching a Toxfish. Then, if none of the events above occur, there would be 1% chance for a rare catch. Similar to negative outcomes, rare catch has a cooldown of {{ticks/gametime|300000}}. Finally, a fish is selected. There is a 5% chance to catch a fish that is considered uncommon for the current biome, assuming there are any such fish in a given body of water. If an uncommon fish wasn't selected, then the catch will be selected at random from common fish (which includes toxfish if it's present, and completely ignores the amount of pollution). The amount of caught fish will scale with the skill of the colonist and the amount of fish in a body of water.&lt;br /&gt;
&amp;lt;!-- Technically, a body of water can have an unlimited amount of common/uncommon fish types, and the game fully supports it. However, without mods modifying the code, a body of water can't generate more than a single common and uncommon fish. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animals cannot receive negative or positive fishing outcomes. On top of that, animals are only able to catch toxfish and any other common fish, but not uncommon fish. They'll also fish up as many fish as they need to fill their hunger, but no more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you have a way to word this better than me, please do. Or perhaps it should go somewhere else? --&amp;gt;&lt;br /&gt;
The base amount of fish for a given biome (including [[Landmarks#Additional_features|certain tile features]]), is further modified by amount of water tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Amount of fish (%) | type = line | x = 74.9, 75, 400, 1600, 3200, 6000, 20000 | y1 = 0, 3, 4, 10, 24, 80, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chance for common fish to be present in a body of water:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Chance for common fish | type = line | x = 74.9, 75, 100, 200 | y1 = 0, 5, 50, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chance for uncommon fish to be present in a body of water:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Chance for uncommon fish | type = line | x = 399.9, 400, 1600, 6000 | y1 = 0, 10, 25, 70}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chance for toxfish catch (this doesn't include the chance to catch toxfish as a common fish):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Polluted tiles (%) | yAxisTitle = Toxfish catch chance (%) | type = line | x = 5, 80 | y1 = 0, 60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you have a way to word this better than me, please do. --&amp;gt;&lt;br /&gt;
Amount of fish caught by a colonist will be multiplied by:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Fish population | yAxisTitle = Base amount of caught fish (%) | type = line | x = 25, 100, 300 | y1 = 100, 300, 600}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rare catches ===&lt;br /&gt;
Fishing rare catches offer a large variety of items, the majority of which are available in all biomes, with a small number only available in some biomes.&lt;br /&gt;
&lt;br /&gt;
==== Biome-independent items ====&lt;br /&gt;
The most common items are [[map]]s, followed by [[book]]s and [[drug]]s.&lt;br /&gt;
&lt;br /&gt;
==== Biome-related items ====&lt;br /&gt;
These items are only present in specific [[biome]] subsets:&lt;br /&gt;
* Hot: [[arid shrubland]], [[desert]], [[extreme desert]], [[grassland]], [[lava field]]&lt;br /&gt;
* Cold: [[boreal forest]], [[cold bog]], [[tundra]], [[ice sheet]], [[sea ice]], [[glacial plain]]&lt;br /&gt;
* Temperate: [[temperate forest]], [[temperate swamp]]&lt;br /&gt;
* Tropical: [[tropical rainforest]], [[tropical swamp]]&lt;br /&gt;
* [[Glowforest]] has its own subset&lt;br /&gt;
* Fishing is not possible in the [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
For most biomes, these items are biome-appropriate [[apparel]], [[animal]] corpses, and fertilized [[egg]]s. In the [[glowforest]] it's [[psilocap]] and [[raw fungus]].&lt;br /&gt;
&lt;br /&gt;
==== Fishing rare catch table ====&lt;br /&gt;
A rare catch gives one of the following items:&lt;br /&gt;
{{Fishing Rare Catches}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Fishing is an effective way to get food and occasional resources, especially on harder biomes where farming and hunting is more difficult.&lt;br /&gt;
&lt;br /&gt;
== Special events ==&lt;br /&gt;
[[Gill rot]] is a fungus that will slowly make the fish decline in population. Low fish populations will make fishing less effective.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Animals specialist increases fishing speed and fishing yield&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added a separate fishing work type to work tab.&lt;br /&gt;
[[Category:Zones]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=173456</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=173456"/>
		<updated>2025-12-26T01:10:23Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.&lt;br /&gt;
&lt;br /&gt;
They are limited to their powerful melee attacks and will eagerly pile up behind a door blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. Like manhunter animals, they will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors.  Unlike manhunter packs, they won't sleep and will roam outside player bases indefinitely until they're killed.  Also unlike manhunter packs, chimeras do not count as mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] psycasts{{RoyaltyIcon}} - notably, they're affected by the [[manhunter pulse]] psycast{{RoyaltyIcon}}{{Check Tag|Still true?|Might have changed in 1.6.4518}}, which has a very large area of affect and can often turn entire raids of chimeras against themselves. They are '''not''' affected by the [[psychic animal pulser]] in the same way, however. Chimeras are also hostile to non-entity raiders.  Summoning a mech boss or deliberately failing a draw animals ritual to summon manhunters are both viable ways to eliminate or weaken a pack of chimeras. Another strategy is to attack from afar using [[mortar]]s to force them to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable&lt;br /&gt;
&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. They are also bad for capture since, in case of escape, they never go down due to pain and will therefore often be killed unless the player uses (expensive) options like shock lances.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=173445</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=173445"/>
		<updated>2025-12-24T20:43:18Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.{{Check Tag|Including tamed animals and prisoners|About six of my farm animals and one of my prisoners were also teleported to the labyrinth.}}&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly. (15-80 day cooldown)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Many of these doors require colonists to force them open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors, jammed or not, that are opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain standard [[soil]] with [[trees]]{{Check Tag|Add Details|Appears to be any &amp;quot;normal&amp;quot; tree and is independent of the home biome - verify that special trees (e.g. polux) can't also appear.}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 0.7975 is the sum of all room selection weights, disregarding the obelisk room since it doesn't have one --&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Room Name !! Chance !! Can Be In Mixed Room !! Contents !! Min Width !! Min Height !! Valid Spawn Room&lt;br /&gt;
|-&lt;br /&gt;
! Empty&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || - || Nothing || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Endless Pit&lt;br /&gt;
| {{#expr:0.1/0.7975 * 100 round 1}}% || - || [[Endless pit]] (2 x 2, 2 x 3, 3 x 3) || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Obelisk&lt;br /&gt;
| - || - || 9 tile radius room with a [[Warped obelisk]] in the center, 4 tile radius of [[void metal]], and 2x [[Gray box]]es || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Floor Etchings&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || true || [[Floor etching]] with directions || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Dead Body&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by [[fingerspike]] scratches, 0 - 2 [[Packaged survival meal]]s, 1 - 5 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Corpse Room&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 5 - 10 humanlike corpses and 4 - 10 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Statue Deadlife&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Deadlife [[gray statue]] in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth || 7 || 7 || false&lt;br /&gt;
|-&lt;br /&gt;
! Statue Teleporter&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Teleporter [[gray statue]] in the center of the room || 7 || 7 || true&lt;br /&gt;
|-&lt;br /&gt;
! Sleeping Fleshbeast&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Sleeping fingerspike and a max of 5 blood filth || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned Camp&lt;br /&gt;
| {{#expr:0.02/0.7975 * 100 round 1}}% || true || [[Cloth]] [[bedroll]], 50% = [[Torch lamp]], 50% = 1 Packaged survival meal || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animal Corpses&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 1 - 3 animal corpses of any one species, between 3 - 30 days old || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Harbinger&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || Irregular lump of 10 - 14 tiles of [[soil]] with a [[Harbinger tree]] 50 - 90% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Trees&lt;br /&gt;
| {{#expr:0.03/0.7975 * 100 round 1}}% || true || Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either [[oak tree|oak]], [[poplar tree|poplar]], [[birch tree|birch]], or [[pine tree|pine]], 70 - 100% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| {{#expr:0.0075/0.7975 * 100 round 1}}% || true || 1 - 3 [[animals]] of any one species between a wildness of 20 - 100% || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Gray Box&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || 1x gray box || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || 20x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Empty Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || 5x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Floor Ramblings&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || [[Floor etching]] ramblings || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Child Room{{BiotechIcon}}&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || - || Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth || - || - || true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]] - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within [[Gray box]]es (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[Flesh sack]]), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, if the [[Biotech DLC]] is active, another type of &amp;quot;loot&amp;quot; relevant to the player can appear in the form of custom, player-designed [[Xenotype]]s, potentially assigned to the [[corpse]]s within the Labyrinth. Since these corpses are often not desiccated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few ways to acquire player-designed Xenotypes that existed at game start, and possibly the ''only'' way to acquire those that are not referenced directly by an [[Ideoligion]]{{IdeologyIcon}} or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray statue]]s when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a major threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of [[Medical]] skill to self-tend any wounds.&lt;br /&gt;
&lt;br /&gt;
While the maze contains some resources to help with traversal, it can be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an under-prepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Labyrinth full exploration.png|Fully explored map&lt;br /&gt;
Labyrinth full unfog.png|Same map, but completely defogged&lt;br /&gt;
Labyrinth child room.png|Child Room in a labyrinth showing a desiccated newborn&lt;br /&gt;
Labyrinth animals.png|Animals room with a single [[Rhinoceros]]&lt;br /&gt;
Labyrinth harbinger.png|Harbinger room mixed with a dead body room&lt;br /&gt;
Labyrinth abandoned camp.png|Abandoned Camp room which spawned with a torch but no [[Packaged survival meal]]&lt;br /&gt;
Labyrinth obelisk.png|Obelisk exit room&lt;br /&gt;
Labyrinth large gray box.png|Large Gray Box room&lt;br /&gt;
Labyrinth statue teleporter.png|[[Gray statue]] teleporter room. You can tell it's a teleporter because there are no corpses in the room&lt;br /&gt;
Labyrinth trees.png|Trees room mixed with a Sleeping Fleshbeast room&lt;br /&gt;
Labyrinth gray box etching.png|Gray Box room mixed with either a [[Floor etching]]s room or a Floor Ramblings room&lt;br /&gt;
Labyrinth deadlife statue.png|Statue Deadlife room - you can tell it's a Deadlife statue because of the adjacent corpses&lt;br /&gt;
Labyrinth endless pit.png|Endless Pit room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Anomaly (DLC)]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=172884</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=172884"/>
		<updated>2025-12-07T15:58:48Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Inspired trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section}}&lt;br /&gt;
[[File:IconsColonistBarInspired.png|thumb|right|Icon for inspired colonists.]]&lt;br /&gt;
[[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]]&lt;br /&gt;
Colonists with a high [[mood]] can randomly have '''mental inspirations''', giving a stat boost for some time or a special one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Colonists have a chance dependent on their mood to have a random mental inspiration. There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements. Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. &lt;br /&gt;
&lt;br /&gt;
The mean number of days between inspirations is dependent on the current mood of the colonist, and is controlled by the following equation: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Inspiration MTB = If'''{Current Mood ≥ 50'''} Then {'''410 - (400 × (Current Mood/100)'''} Else {'''0'''}'''&lt;br /&gt;
|}&lt;br /&gt;
Where '''Current Mood''' is the mood of the colonist in question, expressed as real number between 0 and 100, inclusive.&lt;br /&gt;
&lt;br /&gt;
Therefore, inspirations cannot occur unless a colonist's mood is above 49%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mood !! MTB Inspirations !! Graph&lt;br /&gt;
|-&lt;br /&gt;
|  50% || 210 Days || rowspan =6; | {{Graph:Chart|width=400|height=100|type=line|xAxisTitle = Mood|yAxisTitle = MTB Inspiration (Days)|x=50,100|y=210,10}}&lt;br /&gt;
|-&lt;br /&gt;
|  60% || 170 Days&lt;br /&gt;
|-&lt;br /&gt;
|  70% || 130 Days&lt;br /&gt;
|-&lt;br /&gt;
|  80% ||  90 Days&lt;br /&gt;
|-&lt;br /&gt;
|  90% ||  50 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% ||  10 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce ''more'' recreation for them, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Tortured artist]] trait have a 50% to gain an [[#Inspired Creativity|Inspired Creativity]] inspiration after a [[mental break]] ends, with a possible exception of &amp;quot;Run Wild&amp;quot; mental breaks.{{Check Tag|Verify}} These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through  awful accommodations, poor food, no access to recreation, and/or any other stressors.&lt;br /&gt;
&lt;br /&gt;
The [[word of inspiration]] psycast {{RoyaltyIcon}} gives the target an inspiration. This inspiration is selected randomly by the same rules as any other natural inspiration.&lt;br /&gt;
&lt;br /&gt;
If an inspiration is available(see below), it gets a probability weight based on corresponding skill passion level: 1 for none or no corresponding skill, 2.5 for minor and 5 for major passion. Inspired creativity weight only based on artistic skill.&lt;br /&gt;
&lt;br /&gt;
== Inspirations ==&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will move faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
* '''Incompatible Trait:''' [[Slowpoke]]&lt;br /&gt;
&lt;br /&gt;
A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feel inspired.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}}&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Artistic]] 3 / [[Crafting]] 3 / [[Construction]] 3&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit (or [[Slavery#Ideology|enslave]]{{IdeologyIcon}}) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
{{Quote|The next time &amp;lt;NAME&amp;gt; performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Medical]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
=== Inspired taming ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Animals|Animals]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends when an animal is tamed.&lt;br /&gt;
&lt;br /&gt;
Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, avoiding the penalties to [[meat amount]] for missing body parts and not carefully slaughtering. This results in at least 50% more meat compared to hunting.&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to obtain a great deal. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]].&lt;br /&gt;
&lt;br /&gt;
After one successful trade deal, the inspiration ends. This includes trading with [[Empire#Royal_Tribute_Collector|Royal Tribute Collectors]], despite Trade Price Improvement not providing any benefit for such trades.{{Check Tag|Verify|True in 1.5.4083, check latest version.}}&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will shoot more accurately for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' None &lt;br /&gt;
* '''Incompatible Trait:''' [[Brawler]], non-violent&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will work faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
A colonist suddenly becomes significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x, multiplying other bonuses to the stat, for the duration of the inspiration. For a more comprehensive view of how the stat is modified by different effects, see the [[Global Work Speed]] page.&lt;br /&gt;
&lt;br /&gt;
Global Work Speed is applied as a multiplier to the following stats:&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]&lt;br /&gt;
| format = ul&lt;br /&gt;
| limit  = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
These no longer exist in the current version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
* '''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
: '''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspired creativity|Inspired Creativity]] in Beta 19.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration.&lt;br /&gt;
* Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar&lt;br /&gt;
* 1.1 - &amp;quot;Inspired taming&amp;quot; inspiration added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn can get random inspirations while not capable of being conscious.&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>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plant_Work_Speed&amp;diff=172794</id>
		<title>Plant Work Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plant_Work_Speed&amp;diff=172794"/>
		<updated>2025-12-02T21:15:54Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Account for [[Ideoligion#Ranching]] precept inc effect but also order of operations}}&lt;br /&gt;
{{Verified|1.2.2753}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Speed at which this person sows and harvests [[plants]].&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The base value of 100% can first be modified by the following offset:&lt;br /&gt;
&lt;br /&gt;
* [[Field hand]]{{RoyaltyIcon}}: {{+|160%}} per hand.&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
After the offset is applied, it is further modified by the following factors:&lt;br /&gt;
* [[Skills#Plants|Plants]][[Skill::Plants| ]]: [[Skill Base Factor::0.08|8%]] plus [[Skill Bonus Factor::0.115|11.5%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::-|No]] max&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.3|30%]] importance, [[Sight Limit::1|100%]] limit&lt;br /&gt;
* [[Global Work Speed Factor::true| ]][[Global Work Speed]]&lt;br /&gt;
&lt;br /&gt;
Plant work speed has a minimum value of 10%.&lt;br /&gt;
&lt;br /&gt;
Note that all below values are then multiplied by the Global Work Speed of the pawn.&lt;br /&gt;
{{Stat Factors Table}}&lt;br /&gt;
&lt;br /&gt;
== Example == &lt;br /&gt;
Plant work speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
| (100% + Offsets) * Skill modifier * Manipulation * min({{%|{{P|Sight Limit}}}}, 100% + (Sight - 100%) * {{%|{{P|Sight Importance}}}}) * Global Work Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A healthy, Plants 10 pawn with two [[field hand]]s{{RoyaltyIcon}} would therefore have the following:&lt;br /&gt;
* Offsets: &lt;br /&gt;
** 2 [[Field hand]]s{{RoyaltyIcon}}: {{Good|320%}}&lt;br /&gt;
* Skill Modifier: {{Good|123%}}&lt;br /&gt;
* Manipulation Factor: '''100%''' ('''x1''', equivalent to no effect)&lt;br /&gt;
* Global Work Speed: '''100%''' ('''x1''', equivalent to no effect)&lt;br /&gt;
* Sight Factor:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| min({{%|{{P|Sight Limit}}}}, 100% + ('''100%''' - 100%) x {{%|{{P|Sight Importance}}}}) = min(100%, 100%) = '''100%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, the Plant work speed would be:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
| (100% + {{Good|320%}}) * {{Good|123%}} * 100% * 100% * 100% = {{Good|420%}} * {{Good|123%}} = '''516.6%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest work speed possible would be achieved by a healthy pawn with:&lt;br /&gt;
* Offset:&lt;br /&gt;
** 2 [[Field hand]]s{{RoyaltyIcon}}: {{Good|320%}}&lt;br /&gt;
* Plants 20 Skill modifier: {{Good|238%}}&lt;br /&gt;
* [[Manipulation]] factor:&lt;br /&gt;
** The maximum manipulation possible is {{Good|429%}}. However, this is not compatible with 2 Field Hands.&lt;br /&gt;
** With 2 field hands, the maximum manipulation possible is {{Good|335.5%}}&lt;br /&gt;
* [[Global Work Speed]]:&lt;br /&gt;
** The max value it can take is '''621%''' while on a [[Mental inspiration#Work frenzy|Work frenzy]] and '''345%''' without one.&lt;br /&gt;
* Sight Factor: '''100%'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
| (100% + {{Good|320%}}) * {{Good|238%}} * {{Good|335.5%}} * 100% * {{Good|621%}} = '''20826%'''&lt;br /&gt;
|}&lt;br /&gt;
Therefore, fastest work speed possible is of '''20826%'''. Without the inspiration, the fastest achievable is of ''just'' '''11570%'''&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Manipulation&amp;diff=172774</id>
		<title>Manipulation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Manipulation&amp;diff=172774"/>
		<updated>2025-11-30T20:43:21Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Multipliers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How well a character can physically interact with objects. Directly affected by [[consciousness]] and arms/hands/fingers effectiveness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=There are definitely more of these that aren't listed}}&lt;br /&gt;
Manipulation has a number of unique interactions with other mechanics, beyond the traditional effects on [[stats]]. &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% Manipulation:&lt;br /&gt;
* Cannot hold [[weapons]]. If a pawn is reduced to 0% manipulation while holding a weapon, the weapon will be dropped on the ground.&lt;br /&gt;
* Cannot [[strip]] the [[apparel]] from corpses and downed pawns.&lt;br /&gt;
* Cannot use a [[nutrient paste dispenser]].&lt;br /&gt;
* Cannot play the [[harp]],{{RoyaltyIcon}} [[harpsichord]],{{RoyaltyIcon}} or [[piano]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
Manipulation affects most colonist stats at 100% weight.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Manipulation Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Manipulation Importance# = Weight&lt;br /&gt;
| ?Manipulation Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base factors ===&lt;br /&gt;
Manipulation is mainly affected by the following factors:&lt;br /&gt;
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max.&lt;br /&gt;
* Arm part efficiency. 100% importance, no allowed defect. No Max.&lt;br /&gt;
** Whole arm: 50% importance for each arm, no allowed defect. No Max.&lt;br /&gt;
*** [[Prosthetic arm]]: 50% part efficiency resulting in {{--|25%}} arm part efficiency.&lt;br /&gt;
*** [[Bionic arm]]: 125% part efficiency resulting in {{+|12.5%}} arm part efficiency.&lt;br /&gt;
*** [[Archotech arm]]: 150% part efficiency resulting in {{+|25%}} arm part efficiency.&lt;br /&gt;
** Shoulder part efficiency: 50% importance for each Shoulder, no allowed defect. No Max.&lt;br /&gt;
** Clavicle part efficiency: 50% importance for each Clavicle, no allowed defect. No Max.&lt;br /&gt;
** Humerus part efficiency: 50% importance for each Humerus, no allowed defect. No Max.&lt;br /&gt;
** Radius part efficiency: 50% importance for each Radius, no allowed defect. No Max.&lt;br /&gt;
** Hand part efficiency: 50% importance for each hand, no allowed defect. No Max.&lt;br /&gt;
*** [[Wooden hand]]: 60% part efficiency resulting in {{--|20%}} arm part efficiency.&lt;br /&gt;
** Finger part efficiency: 8% importance for each finger. No allowed defect. No Max.&lt;br /&gt;
{{Manipulation Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets are added or subtracted after the ''Base factors''.&lt;br /&gt;
* Alcohol ([[Beer]]) high warm: {{--|2%}}&lt;br /&gt;
* [[Go-juice]] withdrawal: {{--|10%}}&lt;br /&gt;
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}&lt;br /&gt;
* [[Wake-up]] withdrawal: {{--|25%}}&lt;br /&gt;
* [[Anesthetic]]&lt;br /&gt;
** Wearing off: {{--|10%}}&lt;br /&gt;
** Woozy: {{--|20%}}&lt;br /&gt;
* [[Hypothermia]]&lt;br /&gt;
** Shivering: {{--|8%}}&lt;br /&gt;
** Minor: {{--|20%}}&lt;br /&gt;
** Serious: {{--|50%}}&lt;br /&gt;
* [[Hypothermic slowdown]]&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Serious: {{--|50%}}&lt;br /&gt;
* [[Bad back]]: {{--|10%}}&lt;br /&gt;
* [[Frail]]: {{--|30%}}&lt;br /&gt;
* [[Muscle parasites]]: {{--|30%}}&lt;br /&gt;
* [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
* [[Sensory mechanites]]: {{+|30%}}&lt;br /&gt;
* [[Flu]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|10%}}&lt;br /&gt;
** Extreme: {{--|20%}}&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|20%}}&lt;br /&gt;
** Extreme: {{--|30%}}&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
** Major: {{--|8%}}&lt;br /&gt;
** Extreme: {{--|10%}}&lt;br /&gt;
* [[Sleeping sickness]]&lt;br /&gt;
** Minor (initial): {{--|2%}}&lt;br /&gt;
** Minor (advanced): {{--|4%}}&lt;br /&gt;
** Major: {{--|6%}}&lt;br /&gt;
** Extreme: {{--|20%}}&lt;br /&gt;
* [[Trauma savant]]: {{+|50%}}&lt;br /&gt;
* [[Smooth tail]] gene:{{BiotechIcon}} {{+|5%}}&lt;br /&gt;
&lt;br /&gt;
=== Multipliers ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* Alcohol ([[Beer]]) withdrawal: {{Bad|x50%}}&lt;br /&gt;
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) hangover buzzing: {{Bad|x80%}}&lt;br /&gt;
* [[Cryptosleep sickness]]: {{Bad|x90%}}&lt;br /&gt;
* [[Food poisoning]]&lt;br /&gt;
** Initial: {{Bad|x90%}}&lt;br /&gt;
** Major: {{Bad|x80%}}&lt;br /&gt;
** Recovering: {{Bad|x90%}}&lt;br /&gt;
* [[Resurrection sickness]]: {{Bad|x10%}}&lt;br /&gt;
* [[Trotter hands]] gene:{{BiotechIcon}} {{Bad|x85%}}&lt;br /&gt;
* [[Elongated fingers]] gene:{{BiotechIcon}} {{Good|x110%}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 '''Manipulation''' = (Base factors + Offsets) × Multipliers&lt;br /&gt;
&lt;br /&gt;
Arm efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all fingers must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.&lt;br /&gt;
 '''Arm efficiency''' = (Left arm × 0.5 + Right arm × 0.5) × (Left shoulder × 0.5 + Right shoulder × 0.5) × (Left clavicle × 0.5 + Right clavicle × 0.5) × (Left humerus × 0.5 + Right humerus × 0.5) × (Left radius × 0.5 + Right radius × 0.5) × (Left hand × 0.5 + Right hand × 0.5) × (Fingers × 0.08 + 0.2)&lt;br /&gt;
&lt;br /&gt;
For example the maximum possible value would be achievable with the following values:&lt;br /&gt;
* [[Consciousness]]: '''170%''' from being high on [[go-juice]], [[luciferium]] and [[wake-up]], having used a [[neural supercharger]],{{IdeologyIcon}} with any level of [[pollution stimulus]] {{BiotechIcon}} and a [[Psychic bonding|psychic bond]] {{BiotechIcon}} with a pawn on the same map.&lt;br /&gt;
* Arm efficiency:&lt;br /&gt;
** Left arm: '''150%''' ([[archotech arm]])&lt;br /&gt;
** Right arm: '''150%''' ([[archotech arm]])&lt;br /&gt;
* Offsets (total {{+|135%}}):&lt;br /&gt;
** [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
** [[Sensory mechanites]]: {{+|30%}}&lt;br /&gt;
** [[Trauma savant]]: {{+|50%}}&lt;br /&gt;
** [[Smooth tail]]{{BiotechIcon}}: {{+|5%}}&lt;br /&gt;
** &lt;br /&gt;
* Post factors: '''x110%'''&lt;br /&gt;
** [[Elongated fingers]]{{BiotechIcon}}: '''x110%'''&lt;br /&gt;
&lt;br /&gt;
First of all we can calculate the arm efficiency:&lt;br /&gt;
 '''Arm efficiency''' = Left arm × 0.5 + Right arm × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = '''150%'''&lt;br /&gt;
&lt;br /&gt;
We can therefore calculate the Manipulation:&lt;br /&gt;
 '''Manipulation''' = ((170% × 150%) + 135%) × 110%  = '''{{Good|429%}}'''{{#set:Effective Maximum|4.29}}&lt;br /&gt;
&lt;br /&gt;
The minimum possible ''manipulation'' is of course {{Bad|[[Effective Minimum::0]]%}}.&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Capacity]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_seed&amp;diff=172728</id>
		<title>Polux seed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_seed&amp;diff=172728"/>
		<updated>2025-11-28T22:07:33Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Polux seed&lt;br /&gt;
| image = PoluxSeed c.png&lt;br /&gt;
| description = The seed of a polux tree. It can be planted to create a new polux tree which will absorb pollution from nearby terrain.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Plant matter&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = PoluxSeed&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = 1.4.3641 &lt;br /&gt;
}}&lt;br /&gt;
'''Polux seeds''' can be planted to become a [[polux tree]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Polux seeds can rarely be acquired from orbital traders, specifically exotic goods traders (which require a [[Comms console]]), obtained from [[quest]] rewards or looted from [[Hermetic crate|hermetic]] or [[sealed crate]]s. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Polux seeds can be used in order to grow a Polux tree. These seeds can be planted on any tile with a fertility stat, but cannot be planted closer than 4 tiles to another polux tree, or within 1 tile from any other tree or cactus. It also cannot be placed within 1 tile of a growing zone. Polux seeds, unlike most other growable plants, can be planted in areas with high pollution. Polux trees clear pollution in a radius around them, at a rate of 1 polluted tile every 10 hours (1 wastepack worth of pollution is cleared in 2.5 days). Note that this requires [[toxic wastepack]]s to decay and pollute the ground; the trees cannot destroy wastepacks, only the pollution they generate.&lt;br /&gt;
&lt;br /&gt;
Polux trees also require a small area around them (slightly larger than a sunlamp's radius) to be kept clear of buildings.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Polux seeds allow you to plant polux trees, which are a cheap way to clear pollution in an area, without having to fight an [[Apocriton]], research ultra mechtech, and build a [[wastepack atomizer]]. Polux trees are a slow but otherwise very easy way to clear pollution, working at 20% of the speed of a [[Pollution pump]]. &lt;br /&gt;
&lt;br /&gt;
1 polux tree is able to clear 2.4 tiles of pollution per day (1 wastepack generates 6 tiles of pollution, which takes 2.5 days to fully clean). At this rate, a single polux tree should be able to consume all the pollution created by a [[toxifier generator]]. However, due to the fact that wastepacks must decay (which can take several days) for the pollution to be destroyed by the tree, in practice the tree is never able to fully decontaminate an area assuming the toxifier generator continues running -- a small amount of pollution will linger. That said, a polux tree, toxifier generator, and [[pollution pump]] (to bag up the waste for delivery to the tree) will still net 1200 watts of power with no additional costs besides hauling labor. This amount of power is slightly greater than that offered by a fueled generator ([[chemfuel generator|chemfuel]] or [[wood-fired generator|wood]]) or [[vanometric power cell]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, polux trees can be used as a cheap way to consume some of the waste generated by [[mechanoid]]s. However, the slow rate of pollution clearing means that even with only a single small mechanoid (producing 5 pollution every 10 days), the polux tree will only ''reduce'' the wastepacks generated, not remove them entirely. &lt;br /&gt;
&lt;br /&gt;
Assuming the polux tree is used to clear pollution from a [[toxifier generator]], we can calculate the time it takes to &amp;quot;break even&amp;quot; on the investment of 1200 silver to purchase the seed, and the cost of building the generator and pollution pump. A chemfuel generator consumes 4.5 [[chemfuel]] per day to generate 1000 watts. This translates to a market value of 10.35 silver per day to operate a chemfuel generator. The toxifier generator and pollution pump together cost an additional 100 [[steel]] and 1 [[component]] more than the chemfuel generator, a market value of 222 silver.&lt;br /&gt;
&lt;br /&gt;
At this rate, it would take approximately 2 years (116 days) for a toxifier generator, pollution pump, and polux tree to equal the (fuel) cost of the chemfuel generator, and a little over 2.25 years (137 days) to offset the additional costs of the toxifier generator and pollution pump. It is important to note that the toxifier generator does produce 20% more power than the chemfuel generator, so about a 2-year return on investment is a good rule of thumb. Any power generated beyond that point is done more efficiently (in terms of market value) than a chemfuel generator.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Polux seed.png|One Polux seed&lt;br /&gt;
File:PoluxSeed b.png|Partial stack&lt;br /&gt;
File:PoluxSeed c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Polux seeds can be planted in [[hydroponics basin]]s and [[plant pot]]s. &lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Matter]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=172727</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=172727"/>
		<updated>2025-11-28T21:46:38Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts|other rituals such as those from the [[Ideology DLC]]|Rituals}} &lt;br /&gt;
&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology DLC]] but with the psychic side of [[Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[void sculpture]]s and [[shard beacon]]s and [[Apparel]] like [[ritual mask]]s and [[ceremonial hood]]s.{{Check Tag|Verify|What benefit from this apparel that isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
* The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
* The number of Chanters. Filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
* The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
* The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
* Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Void provocation]]&amp;lt;br&amp;gt;{{Icon Small|Void provocation|64}}&lt;br /&gt;
| ''{{Q|Void provocation|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Triggers an entity related event to occur, outside of the normal storyteller timing, but with a quality dependent chance to render the invoker comatose.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Void provocation|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Void provocation|Ritual Cooldown}}}}&lt;br /&gt;
| ''None''&lt;br /&gt;
| [[Research#{{Q|Void provocation|Required Research}}|{{Q|Void provocation|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw animals]]&amp;lt;br&amp;gt;{{Icon Small|Draw animals|64}}&lt;br /&gt;
| ''{{Q|Draw animals|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a herd of [[animals]] to enter the map, but with a quality dependent chance for the herd to be [[manhunter]]s infected with [[scaria]].&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw animals|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw animals|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Draw animals}}&lt;br /&gt;
| [[Research#{{Q|Draw animals|Required Research}}|{{Q|Draw animals|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw shamblers]]&amp;lt;br&amp;gt;{{Icon Small|Draw shamblers|64}}&lt;br /&gt;
| ''{{Q|Draw shamblers|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a horde of [[shambler]]s to enter the map, with the [[combat power]] of the horde being quality dependent.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw shamblers|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw shamblers|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Draw shamblers}}&lt;br /&gt;
| [[Research#{{Q|Draw shamblers|Required Research}}|{{Q|Draw shamblers|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Chronophagy]]&amp;lt;br&amp;gt;{{Icon Small|Chronophagy|64}}&lt;br /&gt;
| ''{{Q|Chronophagy|Description}}''&lt;br /&gt;
----&lt;br /&gt;
De-ages, and removes some age related ailments from, the invoker while aging the target.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Chronophagy|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Chronophagy|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Chronophagy}}&lt;br /&gt;
| [[Research#{{Q|Chronophagy|Required Research}}|{{Q|Chronophagy|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Psychophagy]]&amp;lt;br&amp;gt;{{Icon Small|Psychophagy|64}}&lt;br /&gt;
| ''{{Q|Psychophagy|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Provides a buff to the invoker's [[psychic sensitivity]] with a quality dependent duration, at the cost of rendering the target permanently [[psychically dead]].&lt;br /&gt;
| {{Ticks/gametime|{{Q|Psychophagy|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Psychophagy|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Psychophagy}}&lt;br /&gt;
| [[Research#{{Q|Psychophagy|Required Research}}|{{Q|Psychophagy|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Skip abduction]]&amp;lt;br&amp;gt;{{Icon Small|Skip abduction|64}}&lt;br /&gt;
| ''{{Q|Skip abduction|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Skips a random, comatose hostile pawn to the [[psychic ritual spot]].&lt;br /&gt;
| {{Ticks/gametime|{{Q|Skip abduction|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Skip abduction|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Skip abduction}}&lt;br /&gt;
| [[Research#{{Q|Skip abduction|Required Research}}|{{Q|Skip abduction|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw fleshbeasts]]&amp;lt;br&amp;gt;{{Icon Small|Draw fleshbeasts|64}}&lt;br /&gt;
| ''{{Q|Draw fleshbeasts|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a horde of [[fleshbeasts]] to enter the map, with the [[combat power]] of the horde being quality dependent.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw fleshbeasts|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw fleshbeasts|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Draw fleshbeasts}}&lt;br /&gt;
| [[Research#{{Q|Draw fleshbeasts|Required Research}}|{{Q|Draw fleshbeasts|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Provoke pit gate]]&amp;lt;br&amp;gt;{{Icon Small|Provoke pit gate|64}}&lt;br /&gt;
| ''{{Q|Provoke pit gate|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a pit gate to form on the map, with the [[combat power]] of the defending [[fleshbeasts]] being quality dependent.{{Check Tag|Verify|Verify quality effect - replicate on provoke pit gate page as well}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Provoke pit gate|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Provoke pit gate|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Provoke pit gate}}&lt;br /&gt;
| [[Research#{{Q|Provoke pit gate|Required Research}}|{{Q|Provoke pit gate|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Imbue death refusal]]&amp;lt;br&amp;gt;{{Icon Small|Imbue death refusal|64}}&lt;br /&gt;
| ''{{Q|Imbue death refusal|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Grants the target one charge of the [[death refusal]] ability per ritual with the maximum amount of stacked charges being two, allowing them to resurrect from [[death]], at the cost of reducing their [[skills]] by a quality dependent amount.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Imbue death refusal|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Imbue death refusal|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Imbue death refusal}}&lt;br /&gt;
| [[Research#{{Q|Imbue death refusal|Required Research}}|{{Q|Imbue death refusal|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Philophagy]]&amp;lt;br&amp;gt;{{Icon Small|Philophagy|64}}&lt;br /&gt;
| ''{{Q|Philophagy|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Transfers a quality dependent amount of [[skill]] experience from the target's highest skill to the invoker.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Philophagy|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Philophagy|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Philophagy}}&lt;br /&gt;
| [[Research#{{Q|Philophagy|Required Research}}|{{Q|Philophagy|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Pleasure pulse]]&amp;lt;br&amp;gt;{{Icon Small|Pleasure pulse|64}}&lt;br /&gt;
| ''{{Q|Pleasure pulse|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Improves the [[mood]] and libido of pawns on the map at the cost of slowing their [[global work speed]], with duration of the effect dependent on quality. Does not effect pawns with no psychic sensitivity. The intensity of the positive mood buff scales with psychic sensitivity, but the effect on global work speed or lovin' does not.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Pleasure pulse|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Pleasure pulse|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Pleasure pulse}}&lt;br /&gt;
| [[Research#{{Q|Pleasure pulse|Required Research}}|{{Q|Pleasure pulse|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Neurosis pulse]]&amp;lt;br&amp;gt;{{Icon Small|Neurosis pulse|64}}&lt;br /&gt;
| ''{{Q|Neurosis pulse|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Improves [[global work speed]] and reduces [[recreation]] loss of pawns on the map at the cost of their [[mood]] and [[mental break threshold]], with duration of the effect dependent on quality. Does not effect pawns with no psychic sensitivity. The intensity of the negative mood buff scales with psychic sensitivity, but the effect to global work speed does not.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Neurosis pulse|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Neurosis pulse|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Neurosis pulse}}&lt;br /&gt;
| [[Research#{{Q|Neurosis pulse|Required Research}}|{{Q|Neurosis pulse|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Blood rain (ritual)|Blood rain]]&amp;lt;br&amp;gt;{{Icon Small|Blood rain (ritual)|64}}&lt;br /&gt;
| ''{{Q|Blood rain (ritual)|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes the [[blood rain]] weather event, which inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it before finally driving them berserk, for a quality dependent amount of time.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Blood rain (ritual)|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Blood rain (ritual)|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Blood rain (ritual)}}&lt;br /&gt;
| [[Research#{{Q|Blood rain (ritual)|Required Research}}|{{Q|Blood rain (ritual)|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Brainwipe]]&amp;lt;br&amp;gt;{{Icon Small|Brainwipe|64}}&lt;br /&gt;
| ''{{Q|Brainwipe|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Eliminates a variety of [[thought]]s, and [[opinion]]s, reduces [[Resistance]], [[Will]],{{IdeologyIcon}} and [[Certainty]]{{IdeologyIcon}} to 0, and removes [[unwaveringly loyal]] and [[inhumanized]] at the cost of rendering the target comatose for a quality dependent amount of time.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Brainwipe|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Brainwipe|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Brainwipe}}&lt;br /&gt;
| [[Research#{{Q|Brainwipe|Required Research}}|{{Q|Brainwipe|Required Research}}]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon Small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, if the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=172703</id>
		<title>AI Storytellers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=172703"/>
		<updated>2025-11-27T17:06:26Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: Undo revision 172702 by RepeatingDigits (talk) Settings page has a separate option for those.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{AI_Storytellers_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The '''AI storyteller''' is the main mechanism used to determine game difficulty and play style. There are currently three presets for narrative settings. Each preset features different raid frequencies and an eponymous cartoon mascot. The player must choose either '''Cassandra Classic, Phoebe Chillax, or Randy Random''' to act as their &amp;quot;unseeable God.&amp;quot; They will periodically&lt;br /&gt;
create [[events]] for your colony, including pirate raids, resource drops, or [[manhunter]] animal packs. &lt;br /&gt;
The AI Storyteller does not have an in-game body, location, or manifestation; it is just a name given to describe game settings.&lt;br /&gt;
&lt;br /&gt;
Your choice of storyteller sets the tone for your colony - a more benevolent storyteller like Phoebe will send trade caravans or helpful travelers after hitting your colony hard with a tough raid.&lt;br /&gt;
&lt;br /&gt;
The frequency and type of storyteller events are based on a number of factors. Colony wealth, building wealth, colonists count, animal count, if a colonist has died or been severely wounded recently, and how long it has been since the last major event are all considered before a storyteller event occurs. &lt;br /&gt;
&lt;br /&gt;
The difficulty is adjusted separately from the storyteller, however, some storytellers are less merciful than others. Both difficulty and storyteller are changeable mid-game from the Settings Menu, with no downside or penalty.&lt;br /&gt;
&lt;br /&gt;
== Current AI storytellers == &lt;br /&gt;
[[File:Cassandra.png|left|175px|link=Cassandra_Classic]]&amp;lt;big&amp;gt;'''[[Cassandra Classic]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Cassandra creates story events on a classic increasing curve of challenge and tension.&amp;lt;br/&amp;gt;She'll push you with dangerous events, then give breathing room, then come back to push once more.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Phoebe.png|left|175px|link=Phoebe_Chillax]]&amp;lt;big&amp;gt;'''[[Phoebe Chillax]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Phoebe gives lots of time between disasters to build your colony.&amp;lt;br/&amp;gt;But beware - at high difficulties, she'll hit as hard as anyone.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Randy.png|left|175px|link=Randy_Random]]&amp;lt;big&amp;gt;'''[[Randy Random]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Randy doesn't follow rules.&amp;lt;br/&amp;gt;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.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Warning: Since Randy is truly random, he will sometimes send extremely difficult or unfair groups of events at you.&amp;lt;br/&amp;gt;It makes for high drama - and unavoidable sacrifices.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Difficulties ==&lt;br /&gt;
There are 6 default difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Difficulty !! In-game description&lt;br /&gt;
|- id=&amp;quot;Peaceful&amp;quot;&lt;br /&gt;
! Peaceful &lt;br /&gt;
| Build a community in a sandbox environment. Major direct threats are disabled, but challenges like disease, mental breaks, and mad animals can still occur. &lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who want to learn the game mechanics with minimal pressure.&lt;br /&gt;
* Players who just want to build.&lt;br /&gt;
* Players who just want to relax.&lt;br /&gt;
|- id=&amp;quot;Community builder&amp;quot;&lt;br /&gt;
! Community builder &lt;br /&gt;
| Build a community with a taste of danger. Threats appear, but they're weakened.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who are new to this kind of game.&lt;br /&gt;
* Players who want to build a perfect colony.&lt;br /&gt;
* Players who want to relax.&lt;br /&gt;
|- id=&amp;quot;Adventure story&amp;quot;&lt;br /&gt;
! Adventure story &lt;br /&gt;
| There's room to grow and thrive, but it's still a dangerous planet.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced strategy gamers on their first game of RimWorld.&lt;br /&gt;
* Experienced RimWorld players who want some breathing room to pursue funny or weird goals.&lt;br /&gt;
|- id=&amp;quot;Strive to survive&amp;quot;&lt;br /&gt;
! Strive to survive &lt;br /&gt;
| Strive to survive on a rough, tough planet. There will be triumph and tragedy.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want a rough story requiring skill to survive.&lt;br /&gt;
|- id=&amp;quot;Blood and dust&amp;quot;&lt;br /&gt;
! Blood and dust &lt;br /&gt;
| Face brutal survival challenges. Even if you play well, people will die. You will need to anticipate threats before they arrive, and seek out every advantage.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to struggle to survive.&lt;br /&gt;
|- id=&amp;quot;Losing is fun&amp;quot;&lt;br /&gt;
! Losing is fun &lt;br /&gt;
| This setting is designed to be unfair. Huge threats will crash upon you without mercy until your colony dies. Only choose this setting if you are happy with the drama of struggling and dying.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to face a brutal, unfair challenge where even great skill may not prevent death.&lt;br /&gt;
* Lovers of tragedy.&lt;br /&gt;
* Digital masochists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each difficulty works by changing the values of each setting, displayed down below. Using the Custom difficulty will allow you to change each setting yourself. The default values are based on the &amp;quot;Strive to survive&amp;quot; difficulty level, where most values are at 1.0, or 100%. When creating a custom difficulty, you can use the &amp;quot;Set to Standard Playstyle&amp;quot; button to change the values to one of the 6 default difficulties.&lt;br /&gt;
&lt;br /&gt;
=== Commitment mode=== &lt;br /&gt;
When creating a game, the player must choose between &amp;quot;Commitment&amp;quot; and &amp;quot;Reload anytime&amp;quot; mode. Unlike storyteller and difficulty, '''this cannot be changed after game creation'''. If desired, you can disable (or enable) commitment mode by [[Permadeath save conversion guide|editing the save file]].&lt;br /&gt;
&lt;br /&gt;
With reload anytime, you can save and reload the game as you wish. Good if you're still learning the game, if you intend to self-enforce commitment mode, or if you want to have a more relaxed experience. RimWorld is a single player game - nobody will judge you for playing with saves.&lt;br /&gt;
&lt;br /&gt;
In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes. When the entire colony dies, but ''only'' when the entire colony dies, [[Endings#Colony End|that's it]]. This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact. (Note: this can be dangerous if you use lots of mods - if something soft-locks, you cannot go back to an earlier save to avoid the situation!)&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Threats ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust || style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Threat scale&amp;quot;&lt;br /&gt;
! Threat scale          &lt;br /&gt;
| Adjust the size of threats like raids (using [[raid points]]) and infestations, and the difficulty of quests. || 0% - 500% || 10% || 30% || 60% || 100% || 155% || 220%&lt;br /&gt;
|- id=&amp;quot;Major threats&amp;quot;&lt;br /&gt;
! Major threats         &lt;br /&gt;
| Allow major threats such as [[raids]], [[infestation]]s, manhunter packs, crashed mechanoid ships and more.|| Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Quests threats&amp;quot;&lt;br /&gt;
! Quests threats        &lt;br /&gt;
| Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Introthreats&amp;quot;&lt;br /&gt;
! Intro threats         &lt;br /&gt;
| Enable the fixed intro threats that appear near game start. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Predators hunt humans &amp;quot;&lt;br /&gt;
! Predators hunt humans &lt;br /&gt;
| Allow wild predators to hunt humans. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Extreme weather&amp;quot;&lt;br /&gt;
! Extreme weather       &lt;br /&gt;
| Allow extreme weather incidents such as [[Events#Toxic Fallout|toxic fallout]], [[Events#Volcanic Winter|volcanic winters]] and [[Events#Flashstorm|flashstorms]]. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Harvest yield&amp;quot;&lt;br /&gt;
! Harvest yield              &lt;br /&gt;
| Adjust the amount of materials produced when harvesting [[plants]] and crops. This includes harvesting plants and cutting [[trees]]. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield               &lt;br /&gt;
| Adjust the amount of materials produced when mining. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Butchering yield&amp;quot;&lt;br /&gt;
! Butchering yield           &lt;br /&gt;
| Adjust the amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500% || 100% || 100% || 100% || 100% || 90% || 80%&lt;br /&gt;
|- id=&amp;quot;Research speed&amp;quot;&lt;br /&gt;
! Research speed             &lt;br /&gt;
| Adjust the speed of research. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 90%&lt;br /&gt;
|- id=&amp;quot;Quest rewards&amp;quot;&lt;br /&gt;
! Quest rewards              &lt;br /&gt;
| Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Raid loot&amp;quot;&lt;br /&gt;
! Raid loot                  &lt;br /&gt;
| Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Trade price disadvantage&amp;quot;&lt;br /&gt;
! Trade price disadvantage   &lt;br /&gt;
| When trading, buy prices are increased by this amount while sell prices are reduced by this amount. || 0% - 50% || 0% || 0% || 0% || 0% || 10% || 20%&lt;br /&gt;
|- id=&amp;quot;Turret rearm cost&amp;quot;&lt;br /&gt;
! Turret rearm cost          &lt;br /&gt;
| Adjust the cost of rearming turrets. || 1% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Scaria rot chance&amp;quot;&lt;br /&gt;
! Scaria rot chance          &lt;br /&gt;
| The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. || 0% - 100% || 0% || 0% || 33% || 60% || 74% || 82%&lt;br /&gt;
|- id=&amp;quot;Enemy death on downed&amp;quot;&lt;br /&gt;
! Enemy death on downed      &lt;br /&gt;
| Adjust the [[Downed#Death on down|extra chance]] that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. || 0% - 100% || 50% || 90% || 100% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Colonist mood&amp;quot;&lt;br /&gt;
! Colonist mood                  &lt;br /&gt;
| A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. || -20 - +20 || +10 || +10 || +5 || +0 || -5 || -10&lt;br /&gt;
|- id=&amp;quot;Food poison chance&amp;quot;&lt;br /&gt;
! Food poison chance             &lt;br /&gt;
| Adjust the chance that a person will get [[food poisoning]] from eating a potentially-poisoned meal. || 0% - 500% || 30% || 50% || 75% || 100% || 110% || 120%&lt;br /&gt;
|- id=&amp;quot;Animal revenge chance&amp;quot;&lt;br /&gt;
! Animal revenge chance          &lt;br /&gt;
| Adjust the chance that injuring a wild animal will cause it to attack. || 0% - 500% || 25% || 100% || 100% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Infection chance&amp;quot;&lt;br /&gt;
! Infection chance               &lt;br /&gt;
| Adjust the chance that a wound will become [[Infection|infected]]. || 0% - 500% || 30% || 50% || 75% || 100% || 100% || 110%&lt;br /&gt;
|- id=&amp;quot;Disease frequency&amp;quot;&lt;br /&gt;
! Disease frequency              &lt;br /&gt;
| Adjust the frequency of random [[disease]] events. || 0% - 500% || 33% || 40% || 67% || 100% || 105% || 111%&lt;br /&gt;
|- id=&amp;quot;Insect spawning rate&amp;quot;&lt;br /&gt;
! Insect spawning rate           &lt;br /&gt;
| Adjust the rate at which existing insect [[hive]]s spawn new [[insects]]. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. || 0% - 500% || 10% || 15% || 50% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Deep drilling infestations&amp;quot;&lt;br /&gt;
! Deep drilling infestations     &lt;br /&gt;
| Adjust the chance that [[deep drill]]ing will trigger an [[infestation]]. || 0% - 500% || 0% || 25% || 75% || 100% || 110% || 130%&lt;br /&gt;
|- id=&amp;quot;Friendly fire&amp;quot;&lt;br /&gt;
! Friendly fire                  &lt;br /&gt;
| Adjust the chance of [[friendly fire]]. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 40%&lt;br /&gt;
|- id=&amp;quot;Colonist instant kills&amp;quot;&lt;br /&gt;
! Colonist instant kills         &lt;br /&gt;
| Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Map generation ancient threats&amp;quot;&lt;br /&gt;
! Map generation ancient threats &lt;br /&gt;
| [[Ancient shrine|Ancient structures]] may contain [[mechanoids|dangerous]] [[insectoids|threats]]. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Map generation natural hives&amp;quot;&lt;br /&gt;
! Map generation natural hives   &lt;br /&gt;
| Dormant insect [[hive]]s may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player tools ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Player can build spike traps&amp;quot;&lt;br /&gt;
! Player can build spike traps &lt;br /&gt;
| Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build turrets&amp;quot;&lt;br /&gt;
! Player can build turrets &lt;br /&gt;
| Player can build static turrets like [[mini-turret]]s, [[autocannon turret]]s, and [[uranium slug turret]]s. You can still use captured turrets even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build mortars&amp;quot;&lt;br /&gt;
! Player can build mortars &lt;br /&gt;
| Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Classic mortars&amp;quot;&lt;br /&gt;
! Classic mortars &lt;br /&gt;
| Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access.&lt;br /&gt;
With &amp;quot;Classic Mortars&amp;quot;, mortars are as they were before 1.3. Namely:&lt;br /&gt;
* The barrel need not be changed every 20 shots.&lt;br /&gt;
* Reinforced barrels are removed from the recipe and game.&lt;br /&gt;
* Forced miss radius increased from 9 to 13.&lt;br /&gt;
* [[Steel]] cost of all mortar shells increased by 10.&lt;br /&gt;
Note that the [[Mortar Miss Radius Multiplier]] still applies with this setting applied.&lt;br /&gt;
| Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adaptation ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Adaptation growth rate&amp;quot;&lt;br /&gt;
! Adaptation growth rate &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. || 0% - 100% || 0% || 25% || 75% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Adaptation impact&amp;quot;&lt;br /&gt;
! Adaptation impact  &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. || 0% - 100% || 100% || 100% || 100% || 90% || 70% || 40%&lt;br /&gt;
|- id=&amp;quot;Wealth-independent progress mode&amp;quot;&lt;br /&gt;
! Wealth-independent progress mode &lt;br /&gt;
| Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Years until maximum threat&amp;quot;&lt;br /&gt;
! Years until maximum threat &lt;br /&gt;
| The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. || 1 - 20 || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Low pop conversion boost&amp;quot;&lt;br /&gt;
! Low pop conversion boost &lt;br /&gt;
| With a single colonist of the player's starting [[ideoligion]], conversion chance to their ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount. With two colonists of the player's starting ideoligion, the effect is halved. With three or more colonists of the player's starting ideoligion, this has no effect. || x100% - x500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 300%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biotech ===&lt;br /&gt;
{{Biotech|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Wastepack cocoon infestation&amp;quot;&lt;br /&gt;
! Wastepack cocoon infestation&lt;br /&gt;
| Adjust the chance that a dissolved wastepack will trigger the arrival of insect cocoons. || 0% - 500% || 0% || 25% || 50% || 100% || 150% || 200%&lt;br /&gt;
|- id=&amp;quot;Babies always healthy&amp;quot;&lt;br /&gt;
! Babies always healthy&lt;br /&gt;
| Human babies are always born healthy.&amp;lt;br&amp;gt;Mothers can't die in childbirth or have miscarriages. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Disable children&amp;quot;&lt;br /&gt;
! Disable children&lt;br /&gt;
| Humans can't become pregnant. Human babies and children will never appear unless you choose them as starting colonist. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child enemies&amp;quot;&lt;br /&gt;
! Child enemies&lt;br /&gt;
| Hostile raids will sometimes include children. Disabling child enemies will not stop pregnant raiders from spawning. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child aging rate&amp;quot;&lt;br /&gt;
! Child aging rate&lt;br /&gt;
| Adjust the rate at which babies and children will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 400%&lt;br /&gt;
|- id=&amp;quot;Adult aging rate&amp;quot;&lt;br /&gt;
! Adult aging rate&lt;br /&gt;
| Adjust the rate at which adults will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These settings determine if the [[Void monolith]] spawns and how [[Anomaly]] threats are treated by the Storyteller.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- id=&amp;quot;Monolith setting&amp;quot;&lt;br /&gt;
! Monolith setting !! In-game description&lt;br /&gt;
|- id=&amp;quot;Standard with monolith&amp;quot;&lt;br /&gt;
! Standard with monolith&lt;br /&gt;
| The standard Anomaly experience. Anomaly threats are linked to the activation of the void monolith. &lt;br /&gt;
|- id=&amp;quot;Ambient horror&amp;quot;&lt;br /&gt;
! Ambient horror&lt;br /&gt;
| The monolith does not appear. Any Anomaly threat can occur, but Anomaly threats will be rare by default. Good if you want to interact with Anomaly expansion content without it being the focus. Note: The monolith endgame cannot occur in this mode.&lt;br /&gt;
|- id=&amp;quot;Anomaly incidents disabled&amp;quot;&lt;br /&gt;
! Anomaly incidents disabled&lt;br /&gt;
| Anomaly threats do not occur. Good if you don't want to interact with most Anomaly expansion content.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Standard with monolith options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats inactive&amp;quot;&lt;br /&gt;
! Anomaly threats inactive&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is not active. Only certain minor Anomaly incidents can occur when the monolith is inactive. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Anomaly threats active&amp;quot;&lt;br /&gt;
! Anomaly threats active&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is active. The percentage of major threats that are Anomaly related when the monolith is at levels 2, 3, and 4 is this setting multiplied by 1.5x || 0%-100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ambient horror options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats&amp;quot;&lt;br /&gt;
! Anomaly threats&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical info ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== New colonist events ===&lt;br /&gt;
The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include &amp;quot;[[Events#Refugee Chased at .28Settlement.29|refugee chased]]&amp;quot;, &amp;quot;[[Events#Transport pod crash|transport pod crash]]&amp;quot;, &amp;quot;[[Events#Wanderer joins|wanderer joins]]&amp;quot; and &amp;quot;[[Events#Wild .28wo.29man wanders in|wild (human) wanders in]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. &amp;lt;!-- This is the URL of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --&amp;gt; To summarize these findings: There is a new variable, &amp;quot;PopulationIntent,&amp;quot; which replaces the old variables &amp;quot;desiredPopulationMin,&amp;quot; &amp;quot;desiredPopulationMax&amp;quot; and &amp;quot;desiredPopulationCritical.&amp;quot; It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;font-size:13px&amp;quot;;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''PopulationIntent (from StorytellerDef):&amp;lt;br&amp;gt;&lt;br /&gt;
  populationIntentFactorFromPopCurve x populationIntentFactorFromPopAdaptDaysCurve'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''minIncChancePopulationIntentFactor&amp;lt;br&amp;gt;&lt;br /&gt;
  Default = 0.05 (from C#)&amp;lt;br&amp;gt;&lt;br /&gt;
  Randy   = 0.20 (from StorytellerDef)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFactor_PopulationIntent (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  None           = 1&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseHard   = Max(0.4 + PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseMedium = Max(PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseEasy   = Max(-0.4 + PopulationIntent, minIncChancePopulationIntentFactor)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFinal (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  baseChance (from IncidentDef) x IncidentChanceFactor_PopulationIntent''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Example Event: Wanderer Join (baseChance = 0.4, populationEffect = IncreaseEasy)'''&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 5 Population (PopulationIntent = 1.0)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - They are the same, because of the high PopulationIntent.&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 20+ Population (PopulationIntent = -1.0):''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - Here, the low PopulationIntent allows Randy's higher minIncChancePopulationIntentFactor to take effect.&lt;br /&gt;
&lt;br /&gt;
So, there doesn't appear to be a hard cap on any of the storytellers anymore. However, some events can become much rarer at high populations (0.02% chance of a wanderer join, 0.08% if using Randy @ 20+ population). Also, for purposes of population calculation, it searches the entire map for pawns of that colony (ie: includes caravans, etc), and it also includes prisoners of that colony (each prisoner counts as half a colonist).&lt;br /&gt;
&lt;br /&gt;
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for.&lt;br /&gt;
&lt;br /&gt;
Also, you can check the table for the PopulationIntent from the &amp;quot;debug logging menu&amp;quot; while in dev mode. Search for the population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations &amp;gt; 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml:&lt;br /&gt;
&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;0,  8.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1,  2.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5,  1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9,  0.4&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;12, 0.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;20,-1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;/populationIntentFactorFromPopCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;( 0, 0)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(10, 1.00)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
     ''&amp;lt;/populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further investigation and updates are needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The &amp;quot;Losing is fun&amp;quot; difficulty is a reference to the game ''Dwarf Fortress'', which also happens to be that game's tagline. More specifically, it refers to ''Dwarf Fortress'' lacking a definite ending, as the game will end with the player losing no matter how skilled they are.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.254B|0.0.254B]] - Added Chill Callie Classic [[storyteller]]. Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.&lt;br /&gt;
* [[Version/0.1.334|00.1.334]] - Kassandra renamed to Cleopatra.&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Storytellers now focus on wealth and let you recover from serious damage.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Storytellers no longer entirely disallow events because of population. Randy’s event chances are affected by population (somewhat). Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Permadeath mode added -  One save file, save on quit or autosave only. &lt;br /&gt;
* The names of the difficulty levels were changed from 1.0 to:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Builder&lt;br /&gt;
** Medium&lt;br /&gt;
** Rough&lt;br /&gt;
** Savage&lt;br /&gt;
** Merciless&lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fix: Storyteller incorrectly adjusts trader frequency in relation to ally count.&lt;br /&gt;
* [[Version/0.14.1238|0.14.1238]] - Phoebe’s random incidents density reduced. Previously the same as Cassandra’s, which conflicted with Phoebe supposedly giving more breathing space between events.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Reduced event density on Randy Random from 1.5x that of Cassandra to about the same as Cassandra. The combination and distribution of events is still very different from Cassandra. [[Toxic fallout]], [[flashstorm]] and [[volcanic winter]] are now disabled in Free Play difficulty.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - they have changed again to the following:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Community builder&lt;br /&gt;
** Adventure story&lt;br /&gt;
** Strive to survive&lt;br /&gt;
** The price of survival is blood&lt;br /&gt;
** Losing is fun&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - &amp;quot;The price of survival is blood&amp;quot; was changed to Blood and Dust.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Custom playstyle system added. You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Rename &amp;quot;fixed wealth&amp;quot; mode to &amp;quot;wealth-independent&amp;quot; mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Turret ammo cost is no longer factored by difficulty.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Renamed &amp;quot;child raiders&amp;quot; storyteller setting to &amp;quot;child enemies&amp;quot; to be more accurate. Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game. Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=172702</id>
		<title>AI Storytellers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=172702"/>
		<updated>2025-11-27T17:04:18Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Biotech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{AI_Storytellers_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The '''AI storyteller''' is the main mechanism used to determine game difficulty and play style. There are currently three presets for narrative settings. Each preset features different raid frequencies and an eponymous cartoon mascot. The player must choose either '''Cassandra Classic, Phoebe Chillax, or Randy Random''' to act as their &amp;quot;unseeable God.&amp;quot; They will periodically&lt;br /&gt;
create [[events]] for your colony, including pirate raids, resource drops, or [[manhunter]] animal packs. &lt;br /&gt;
The AI Storyteller does not have an in-game body, location, or manifestation; it is just a name given to describe game settings.&lt;br /&gt;
&lt;br /&gt;
Your choice of storyteller sets the tone for your colony - a more benevolent storyteller like Phoebe will send trade caravans or helpful travelers after hitting your colony hard with a tough raid.&lt;br /&gt;
&lt;br /&gt;
The frequency and type of storyteller events are based on a number of factors. Colony wealth, building wealth, colonists count, animal count, if a colonist has died or been severely wounded recently, and how long it has been since the last major event are all considered before a storyteller event occurs. &lt;br /&gt;
&lt;br /&gt;
The difficulty is adjusted separately from the storyteller, however, some storytellers are less merciful than others. Both difficulty and storyteller are changeable mid-game from the Settings Menu, with no downside or penalty.&lt;br /&gt;
&lt;br /&gt;
== Current AI storytellers == &lt;br /&gt;
[[File:Cassandra.png|left|175px|link=Cassandra_Classic]]&amp;lt;big&amp;gt;'''[[Cassandra Classic]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Cassandra creates story events on a classic increasing curve of challenge and tension.&amp;lt;br/&amp;gt;She'll push you with dangerous events, then give breathing room, then come back to push once more.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Phoebe.png|left|175px|link=Phoebe_Chillax]]&amp;lt;big&amp;gt;'''[[Phoebe Chillax]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Phoebe gives lots of time between disasters to build your colony.&amp;lt;br/&amp;gt;But beware - at high difficulties, she'll hit as hard as anyone.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Randy.png|left|175px|link=Randy_Random]]&amp;lt;big&amp;gt;'''[[Randy Random]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Randy doesn't follow rules.&amp;lt;br/&amp;gt;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.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Warning: Since Randy is truly random, he will sometimes send extremely difficult or unfair groups of events at you.&amp;lt;br/&amp;gt;It makes for high drama - and unavoidable sacrifices.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Difficulties ==&lt;br /&gt;
There are 6 default difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Difficulty !! In-game description&lt;br /&gt;
|- id=&amp;quot;Peaceful&amp;quot;&lt;br /&gt;
! Peaceful &lt;br /&gt;
| Build a community in a sandbox environment. Major direct threats are disabled, but challenges like disease, mental breaks, and mad animals can still occur. &lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who want to learn the game mechanics with minimal pressure.&lt;br /&gt;
* Players who just want to build.&lt;br /&gt;
* Players who just want to relax.&lt;br /&gt;
|- id=&amp;quot;Community builder&amp;quot;&lt;br /&gt;
! Community builder &lt;br /&gt;
| Build a community with a taste of danger. Threats appear, but they're weakened.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who are new to this kind of game.&lt;br /&gt;
* Players who want to build a perfect colony.&lt;br /&gt;
* Players who want to relax.&lt;br /&gt;
|- id=&amp;quot;Adventure story&amp;quot;&lt;br /&gt;
! Adventure story &lt;br /&gt;
| There's room to grow and thrive, but it's still a dangerous planet.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced strategy gamers on their first game of RimWorld.&lt;br /&gt;
* Experienced RimWorld players who want some breathing room to pursue funny or weird goals.&lt;br /&gt;
|- id=&amp;quot;Strive to survive&amp;quot;&lt;br /&gt;
! Strive to survive &lt;br /&gt;
| Strive to survive on a rough, tough planet. There will be triumph and tragedy.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want a rough story requiring skill to survive.&lt;br /&gt;
|- id=&amp;quot;Blood and dust&amp;quot;&lt;br /&gt;
! Blood and dust &lt;br /&gt;
| Face brutal survival challenges. Even if you play well, people will die. You will need to anticipate threats before they arrive, and seek out every advantage.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to struggle to survive.&lt;br /&gt;
|- id=&amp;quot;Losing is fun&amp;quot;&lt;br /&gt;
! Losing is fun &lt;br /&gt;
| This setting is designed to be unfair. Huge threats will crash upon you without mercy until your colony dies. Only choose this setting if you are happy with the drama of struggling and dying.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to face a brutal, unfair challenge where even great skill may not prevent death.&lt;br /&gt;
* Lovers of tragedy.&lt;br /&gt;
* Digital masochists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each difficulty works by changing the values of each setting, displayed down below. Using the Custom difficulty will allow you to change each setting yourself. The default values are based on the &amp;quot;Strive to survive&amp;quot; difficulty level, where most values are at 1.0, or 100%. When creating a custom difficulty, you can use the &amp;quot;Set to Standard Playstyle&amp;quot; button to change the values to one of the 6 default difficulties.&lt;br /&gt;
&lt;br /&gt;
=== Commitment mode=== &lt;br /&gt;
When creating a game, the player must choose between &amp;quot;Commitment&amp;quot; and &amp;quot;Reload anytime&amp;quot; mode. Unlike storyteller and difficulty, '''this cannot be changed after game creation'''. If desired, you can disable (or enable) commitment mode by [[Permadeath save conversion guide|editing the save file]].&lt;br /&gt;
&lt;br /&gt;
With reload anytime, you can save and reload the game as you wish. Good if you're still learning the game, if you intend to self-enforce commitment mode, or if you want to have a more relaxed experience. RimWorld is a single player game - nobody will judge you for playing with saves.&lt;br /&gt;
&lt;br /&gt;
In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes. When the entire colony dies, but ''only'' when the entire colony dies, [[Endings#Colony End|that's it]]. This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact. (Note: this can be dangerous if you use lots of mods - if something soft-locks, you cannot go back to an earlier save to avoid the situation!)&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Threats ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust || style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Threat scale&amp;quot;&lt;br /&gt;
! Threat scale          &lt;br /&gt;
| Adjust the size of threats like raids (using [[raid points]]) and infestations, and the difficulty of quests. || 0% - 500% || 10% || 30% || 60% || 100% || 155% || 220%&lt;br /&gt;
|- id=&amp;quot;Major threats&amp;quot;&lt;br /&gt;
! Major threats         &lt;br /&gt;
| Allow major threats such as [[raids]], [[infestation]]s, manhunter packs, crashed mechanoid ships and more.|| Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Quests threats&amp;quot;&lt;br /&gt;
! Quests threats        &lt;br /&gt;
| Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Introthreats&amp;quot;&lt;br /&gt;
! Intro threats         &lt;br /&gt;
| Enable the fixed intro threats that appear near game start. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Predators hunt humans &amp;quot;&lt;br /&gt;
! Predators hunt humans &lt;br /&gt;
| Allow wild predators to hunt humans. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Extreme weather&amp;quot;&lt;br /&gt;
! Extreme weather       &lt;br /&gt;
| Allow extreme weather incidents such as [[Events#Toxic Fallout|toxic fallout]], [[Events#Volcanic Winter|volcanic winters]] and [[Events#Flashstorm|flashstorms]]. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Harvest yield&amp;quot;&lt;br /&gt;
! Harvest yield              &lt;br /&gt;
| Adjust the amount of materials produced when harvesting [[plants]] and crops. This includes harvesting plants and cutting [[trees]]. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield               &lt;br /&gt;
| Adjust the amount of materials produced when mining. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Butchering yield&amp;quot;&lt;br /&gt;
! Butchering yield           &lt;br /&gt;
| Adjust the amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500% || 100% || 100% || 100% || 100% || 90% || 80%&lt;br /&gt;
|- id=&amp;quot;Research speed&amp;quot;&lt;br /&gt;
! Research speed             &lt;br /&gt;
| Adjust the speed of research. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 90%&lt;br /&gt;
|- id=&amp;quot;Quest rewards&amp;quot;&lt;br /&gt;
! Quest rewards              &lt;br /&gt;
| Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Raid loot&amp;quot;&lt;br /&gt;
! Raid loot                  &lt;br /&gt;
| Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Trade price disadvantage&amp;quot;&lt;br /&gt;
! Trade price disadvantage   &lt;br /&gt;
| When trading, buy prices are increased by this amount while sell prices are reduced by this amount. || 0% - 50% || 0% || 0% || 0% || 0% || 10% || 20%&lt;br /&gt;
|- id=&amp;quot;Turret rearm cost&amp;quot;&lt;br /&gt;
! Turret rearm cost          &lt;br /&gt;
| Adjust the cost of rearming turrets. || 1% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Scaria rot chance&amp;quot;&lt;br /&gt;
! Scaria rot chance          &lt;br /&gt;
| The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. || 0% - 100% || 0% || 0% || 33% || 60% || 74% || 82%&lt;br /&gt;
|- id=&amp;quot;Enemy death on downed&amp;quot;&lt;br /&gt;
! Enemy death on downed      &lt;br /&gt;
| Adjust the [[Downed#Death on down|extra chance]] that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. || 0% - 100% || 50% || 90% || 100% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Colonist mood&amp;quot;&lt;br /&gt;
! Colonist mood                  &lt;br /&gt;
| A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. || -20 - +20 || +10 || +10 || +5 || +0 || -5 || -10&lt;br /&gt;
|- id=&amp;quot;Food poison chance&amp;quot;&lt;br /&gt;
! Food poison chance             &lt;br /&gt;
| Adjust the chance that a person will get [[food poisoning]] from eating a potentially-poisoned meal. || 0% - 500% || 30% || 50% || 75% || 100% || 110% || 120%&lt;br /&gt;
|- id=&amp;quot;Animal revenge chance&amp;quot;&lt;br /&gt;
! Animal revenge chance          &lt;br /&gt;
| Adjust the chance that injuring a wild animal will cause it to attack. || 0% - 500% || 25% || 100% || 100% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Infection chance&amp;quot;&lt;br /&gt;
! Infection chance               &lt;br /&gt;
| Adjust the chance that a wound will become [[Infection|infected]]. || 0% - 500% || 30% || 50% || 75% || 100% || 100% || 110%&lt;br /&gt;
|- id=&amp;quot;Disease frequency&amp;quot;&lt;br /&gt;
! Disease frequency              &lt;br /&gt;
| Adjust the frequency of random [[disease]] events. || 0% - 500% || 33% || 40% || 67% || 100% || 105% || 111%&lt;br /&gt;
|- id=&amp;quot;Insect spawning rate&amp;quot;&lt;br /&gt;
! Insect spawning rate           &lt;br /&gt;
| Adjust the rate at which existing insect [[hive]]s spawn new [[insects]]. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. || 0% - 500% || 10% || 15% || 50% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Deep drilling infestations&amp;quot;&lt;br /&gt;
! Deep drilling infestations     &lt;br /&gt;
| Adjust the chance that [[deep drill]]ing will trigger an [[infestation]]. || 0% - 500% || 0% || 25% || 75% || 100% || 110% || 130%&lt;br /&gt;
|- id=&amp;quot;Friendly fire&amp;quot;&lt;br /&gt;
! Friendly fire                  &lt;br /&gt;
| Adjust the chance of [[friendly fire]]. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 40%&lt;br /&gt;
|- id=&amp;quot;Colonist instant kills&amp;quot;&lt;br /&gt;
! Colonist instant kills         &lt;br /&gt;
| Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Map generation ancient threats&amp;quot;&lt;br /&gt;
! Map generation ancient threats &lt;br /&gt;
| [[Ancient shrine|Ancient structures]] may contain [[mechanoids|dangerous]] [[insectoids|threats]]. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Map generation natural hives&amp;quot;&lt;br /&gt;
! Map generation natural hives   &lt;br /&gt;
| Dormant insect [[hive]]s may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player tools ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Player can build spike traps&amp;quot;&lt;br /&gt;
! Player can build spike traps &lt;br /&gt;
| Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build turrets&amp;quot;&lt;br /&gt;
! Player can build turrets &lt;br /&gt;
| Player can build static turrets like [[mini-turret]]s, [[autocannon turret]]s, and [[uranium slug turret]]s. You can still use captured turrets even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build mortars&amp;quot;&lt;br /&gt;
! Player can build mortars &lt;br /&gt;
| Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Classic mortars&amp;quot;&lt;br /&gt;
! Classic mortars &lt;br /&gt;
| Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access.&lt;br /&gt;
With &amp;quot;Classic Mortars&amp;quot;, mortars are as they were before 1.3. Namely:&lt;br /&gt;
* The barrel need not be changed every 20 shots.&lt;br /&gt;
* Reinforced barrels are removed from the recipe and game.&lt;br /&gt;
* Forced miss radius increased from 9 to 13.&lt;br /&gt;
* [[Steel]] cost of all mortar shells increased by 10.&lt;br /&gt;
Note that the [[Mortar Miss Radius Multiplier]] still applies with this setting applied.&lt;br /&gt;
| Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adaptation ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Adaptation growth rate&amp;quot;&lt;br /&gt;
! Adaptation growth rate &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. || 0% - 100% || 0% || 25% || 75% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Adaptation impact&amp;quot;&lt;br /&gt;
! Adaptation impact  &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. || 0% - 100% || 100% || 100% || 100% || 90% || 70% || 40%&lt;br /&gt;
|- id=&amp;quot;Wealth-independent progress mode&amp;quot;&lt;br /&gt;
! Wealth-independent progress mode &lt;br /&gt;
| Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Years until maximum threat&amp;quot;&lt;br /&gt;
! Years until maximum threat &lt;br /&gt;
| The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. || 1 - 20 || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Low pop conversion boost&amp;quot;&lt;br /&gt;
! Low pop conversion boost &lt;br /&gt;
| With a single colonist of the player's starting [[ideoligion]], conversion chance to their ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount. With two colonists of the player's starting ideoligion, the effect is halved. With three or more colonists of the player's starting ideoligion, this has no effect. || x100% - x500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 300%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biotech ===&lt;br /&gt;
{{Biotech|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Wastepack cocoon infestation&amp;quot;&lt;br /&gt;
! Wastepack cocoon infestation&lt;br /&gt;
| Adjust the chance that a dissolved wastepack will trigger the arrival of insect cocoons. || 0% - 500% || 0% || 25% || 50% || 100% || 150% || 200%&lt;br /&gt;
|- id=&amp;quot;Babies always healthy&amp;quot;&lt;br /&gt;
! Babies always healthy&lt;br /&gt;
| Human babies are always born healthy.&amp;lt;br&amp;gt;Mothers can't die in childbirth or have miscarriages. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Disable children&amp;quot;&lt;br /&gt;
! Disable children&lt;br /&gt;
| Humans can't become pregnant. Human babies and children will never appear unless you choose them as starting colonist. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child enemies&amp;quot;&lt;br /&gt;
! Child enemies&lt;br /&gt;
| Hostile raids will sometimes include children. Disabling child enemies will not stop pregnant raiders from spawning.{{Check Tag|Shamblers?|Confirm that child shamblers can't spawn.}} || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child aging rate&amp;quot;&lt;br /&gt;
! Child aging rate&lt;br /&gt;
| Adjust the rate at which babies and children will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 400%&lt;br /&gt;
|- id=&amp;quot;Adult aging rate&amp;quot;&lt;br /&gt;
! Adult aging rate&lt;br /&gt;
| Adjust the rate at which adults will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These settings determine if the [[Void monolith]] spawns and how [[Anomaly]] threats are treated by the Storyteller.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- id=&amp;quot;Monolith setting&amp;quot;&lt;br /&gt;
! Monolith setting !! In-game description&lt;br /&gt;
|- id=&amp;quot;Standard with monolith&amp;quot;&lt;br /&gt;
! Standard with monolith&lt;br /&gt;
| The standard Anomaly experience. Anomaly threats are linked to the activation of the void monolith. &lt;br /&gt;
|- id=&amp;quot;Ambient horror&amp;quot;&lt;br /&gt;
! Ambient horror&lt;br /&gt;
| The monolith does not appear. Any Anomaly threat can occur, but Anomaly threats will be rare by default. Good if you want to interact with Anomaly expansion content without it being the focus. Note: The monolith endgame cannot occur in this mode.&lt;br /&gt;
|- id=&amp;quot;Anomaly incidents disabled&amp;quot;&lt;br /&gt;
! Anomaly incidents disabled&lt;br /&gt;
| Anomaly threats do not occur. Good if you don't want to interact with most Anomaly expansion content.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Standard with monolith options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats inactive&amp;quot;&lt;br /&gt;
! Anomaly threats inactive&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is not active. Only certain minor Anomaly incidents can occur when the monolith is inactive. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Anomaly threats active&amp;quot;&lt;br /&gt;
! Anomaly threats active&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is active. The percentage of major threats that are Anomaly related when the monolith is at levels 2, 3, and 4 is this setting multiplied by 1.5x || 0%-100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ambient horror options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats&amp;quot;&lt;br /&gt;
! Anomaly threats&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical info ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== New colonist events ===&lt;br /&gt;
The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include &amp;quot;[[Events#Refugee Chased at .28Settlement.29|refugee chased]]&amp;quot;, &amp;quot;[[Events#Transport pod crash|transport pod crash]]&amp;quot;, &amp;quot;[[Events#Wanderer joins|wanderer joins]]&amp;quot; and &amp;quot;[[Events#Wild .28wo.29man wanders in|wild (human) wanders in]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. &amp;lt;!-- This is the URL of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --&amp;gt; To summarize these findings: There is a new variable, &amp;quot;PopulationIntent,&amp;quot; which replaces the old variables &amp;quot;desiredPopulationMin,&amp;quot; &amp;quot;desiredPopulationMax&amp;quot; and &amp;quot;desiredPopulationCritical.&amp;quot; It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;font-size:13px&amp;quot;;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''PopulationIntent (from StorytellerDef):&amp;lt;br&amp;gt;&lt;br /&gt;
  populationIntentFactorFromPopCurve x populationIntentFactorFromPopAdaptDaysCurve'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''minIncChancePopulationIntentFactor&amp;lt;br&amp;gt;&lt;br /&gt;
  Default = 0.05 (from C#)&amp;lt;br&amp;gt;&lt;br /&gt;
  Randy   = 0.20 (from StorytellerDef)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFactor_PopulationIntent (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  None           = 1&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseHard   = Max(0.4 + PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseMedium = Max(PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseEasy   = Max(-0.4 + PopulationIntent, minIncChancePopulationIntentFactor)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFinal (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  baseChance (from IncidentDef) x IncidentChanceFactor_PopulationIntent''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Example Event: Wanderer Join (baseChance = 0.4, populationEffect = IncreaseEasy)'''&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 5 Population (PopulationIntent = 1.0)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - They are the same, because of the high PopulationIntent.&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 20+ Population (PopulationIntent = -1.0):''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - Here, the low PopulationIntent allows Randy's higher minIncChancePopulationIntentFactor to take effect.&lt;br /&gt;
&lt;br /&gt;
So, there doesn't appear to be a hard cap on any of the storytellers anymore. However, some events can become much rarer at high populations (0.02% chance of a wanderer join, 0.08% if using Randy @ 20+ population). Also, for purposes of population calculation, it searches the entire map for pawns of that colony (ie: includes caravans, etc), and it also includes prisoners of that colony (each prisoner counts as half a colonist).&lt;br /&gt;
&lt;br /&gt;
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for.&lt;br /&gt;
&lt;br /&gt;
Also, you can check the table for the PopulationIntent from the &amp;quot;debug logging menu&amp;quot; while in dev mode. Search for the population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations &amp;gt; 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml:&lt;br /&gt;
&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;0,  8.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1,  2.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5,  1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9,  0.4&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;12, 0.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;20,-1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;/populationIntentFactorFromPopCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;( 0, 0)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(10, 1.00)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
     ''&amp;lt;/populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further investigation and updates are needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The &amp;quot;Losing is fun&amp;quot; difficulty is a reference to the game ''Dwarf Fortress'', which also happens to be that game's tagline. More specifically, it refers to ''Dwarf Fortress'' lacking a definite ending, as the game will end with the player losing no matter how skilled they are.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.254B|0.0.254B]] - Added Chill Callie Classic [[storyteller]]. Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.&lt;br /&gt;
* [[Version/0.1.334|00.1.334]] - Kassandra renamed to Cleopatra.&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Storytellers now focus on wealth and let you recover from serious damage.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Storytellers no longer entirely disallow events because of population. Randy’s event chances are affected by population (somewhat). Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Permadeath mode added -  One save file, save on quit or autosave only. &lt;br /&gt;
* The names of the difficulty levels were changed from 1.0 to:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Builder&lt;br /&gt;
** Medium&lt;br /&gt;
** Rough&lt;br /&gt;
** Savage&lt;br /&gt;
** Merciless&lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fix: Storyteller incorrectly adjusts trader frequency in relation to ally count.&lt;br /&gt;
* [[Version/0.14.1238|0.14.1238]] - Phoebe’s random incidents density reduced. Previously the same as Cassandra’s, which conflicted with Phoebe supposedly giving more breathing space between events.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Reduced event density on Randy Random from 1.5x that of Cassandra to about the same as Cassandra. The combination and distribution of events is still very different from Cassandra. [[Toxic fallout]], [[flashstorm]] and [[volcanic winter]] are now disabled in Free Play difficulty.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - they have changed again to the following:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Community builder&lt;br /&gt;
** Adventure story&lt;br /&gt;
** Strive to survive&lt;br /&gt;
** The price of survival is blood&lt;br /&gt;
** Losing is fun&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - &amp;quot;The price of survival is blood&amp;quot; was changed to Blood and Dust.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Custom playstyle system added. You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Rename &amp;quot;fixed wealth&amp;quot; mode to &amp;quot;wealth-independent&amp;quot; mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Turret ammo cost is no longer factored by difficulty.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Renamed &amp;quot;child raiders&amp;quot; storyteller setting to &amp;quot;child enemies&amp;quot; to be more accurate. Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game. Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172700</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172700"/>
		<updated>2025-11-27T12:12:39Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Mouth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to replacement artificial body parts cannot [[Injury#Bleeding|bleed]] and do not cause [[pain]]. Wounds to [[Twisted obelisk|fleshmass mutations]]{{AnomalyIcon}} still bleed but will not generate additional pain.&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a [[Mechlink]]{{BiotechIcon}}, and [[Anomaly]]{{AnomalyIcon}}'s flesh limbs and [[Revenant vertebrae]]. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically [[Eltex]] gear{{RoyaltyIcon}} or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and replacements.  Replacements entirely take over for the function of natural body parts, while implants can be freely installed inside body parts provided there isn't already mutually exclusive implants.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most replacement parts and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s, [[death acidifier]]s and [[Twisted obelisk|obelisk mutations]]{{AnomalyIcon}}. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, replacement parts cannot have implants or other replacement parts installed onto them, a [[bionic arm]] cannot have a [[field hand]]{{RoyaltyIcon}} replacement or an [[elbow blade]]{{RoyaltyIcon}} implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* {{Good|+30}} [[Mood]]&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* ×0% [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* {{Good|-20%}} [[Sleep fall rate]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* {{Good|Never sleep}}&lt;br /&gt;
* {{Bad|-15%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Global Learning Factor]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* {{Bad|+20%}} [[Pain]] &lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Research Speed]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's [[Mood]] affects others nearby &lt;br /&gt;
** Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
** Does not affect pawns with their own psychic harmonizer&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* {{Good|+50%}} [[Negotiation Ability]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
* {{Good|x110%}} [[Trade Price Improvement]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* {{Good|+25%}} [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{OdysseyIcon}} [[Pilot assistant]] || Implant || &lt;br /&gt;
* {{Good|+45%}} [[Piloting Ability]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Replacement ||&lt;br /&gt;
* {{Good|150%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Replacement ||&lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Replacement ||&lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Replacement ||&lt;br /&gt;
* {{Bad|65%}} part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Replacement{{ref label|Nose|1}} || &lt;br /&gt;
* {{Good|+1}} [[Beauty_(Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* {{Good|+5}} [[Cooking Speed]]&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Replacement (jaw){{Check Tag|Verify|Do you lose the tongue (subpart)?}} ||&lt;br /&gt;
* {{Bad|80%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Replacement (jaw and tongue){{Check Tag|Verify|True? If so, do both get 125%?}}|| &lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Replacement (tongue){{ref label|Tongue|1}} || &lt;br /&gt;
* 100% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant (jaw) || &lt;br /&gt;
* Adds toxic bite attack:&lt;br /&gt;
** 15 damage&lt;br /&gt;
** 2 second attack&lt;br /&gt;
** 22% Armor Penetration&lt;br /&gt;
** Applies 1.5% [[Toxic buildup]] per damage dealt&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a natural jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms replace everything from the shoulder down. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Replacement || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Replacement || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Replacement ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Replacement || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* Adds cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Replacement mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Replacement mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Replacement || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* Cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Replacement ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Replacement || &lt;br /&gt;
* Plant work speed +160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* Adds toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Replacement ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Replacement ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Replacement (foot only) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* Adds stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* [[Food poisoning]] chance x 50%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
* Chance to inflict [[cancer]] on a regular basis&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +8%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heart ===&lt;br /&gt;
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lungs ===&lt;br /&gt;
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|- &lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass lung]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +6%&lt;br /&gt;
* Provides 30% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kidneys ===&lt;br /&gt;
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* Can be installed in each kidney&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}}{{OdysseyIcon}}  [[Blood warmer]] || Replacement ||&lt;br /&gt;
* [[Ghoul]] only&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{Good|{{Temperature|-26||delta}}}}.&lt;br /&gt;
* Medical operation cannot fail and does not require medical skill or medicine. &lt;br /&gt;
* Does not harvest the replaced kidney.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Liver ===&lt;br /&gt;
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.&amp;lt;/br&amp;gt;&lt;br /&gt;
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
All torso implants can be installed at the same time, and are compatible with spinal prosthetic replacements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* Beauty +1&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor x 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant vertebrae]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Grants [[Revenant Invisibility]] ability&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp +70%&lt;br /&gt;
* Beauty -2&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}}{{OdysseyIcon}} [[Vacskin gland]] || Implant || &lt;br /&gt;
* Provides [[Vacuum Resistance]] of {{+|85%}}&lt;br /&gt;
* Adds immunity to [[Vacuum#Vacuum burns|Vacuum burns]]&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
* Movement x 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Venom_fangs&amp;diff=172699</id>
		<title>Venom fangs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Venom_fangs&amp;diff=172699"/>
		<updated>2025-11-27T12:10:00Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Venom fangs&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target.&lt;br /&gt;
| class = &lt;br /&gt;
| meleeattack1dmg = 15&lt;br /&gt;
| meleeattack1type = Toxic bite&lt;br /&gt;
| meleeattack1part = Venom fangs&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 22&lt;br /&gt;
| body part = Teeth&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Poison synthesis&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 7&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| damage type = &lt;br /&gt;
| mass = 4&lt;br /&gt;
| marketvalue = 355&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = AdvancedWeapon&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Venom fangs''' are an [[artificial body part]] that gives a pawn implanted with them an additional attack that inflicts [[toxic buildup]] on the target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
They can also be obtained by exotic [[traders]], quests or found on [[raiders]] and visitors.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A venom fang is an implant that can be installed into a pawn's natural jaw. It does not replace the functions of the jaw or the natural bite attack. Whenever the venom fangs deal damage, it applies [[toxic buildup]], at a rate of 1.5% buildup severity per 1 HP damage dealt. The severity inflicted is multiplied by the [[Toxic Resistance]] of the target and is inversely proportional to the [[body size]] of the target. &lt;br /&gt;
&lt;br /&gt;
Due to the [[melee verb selection]] mechanic, a pawns best possible attack will be used predominantly. This means that the venom fangs will be their primary weapon if they aren't wielding a melee weapon or have a physically stronger prosthetic. If a pawn does have a better melee attack, then venom fangs will still improve damage as it replaces &amp;quot;Mid&amp;quot; damage attacks like fists and handle hits.&lt;br /&gt;
&lt;br /&gt;
Pawns will not use the venom fangs in social fights, instead using the baseline bite attack.&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|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Effectiveness ==&lt;br /&gt;
The venom fang is a somewhat weak melee implant that can inflict the toxic buildup debuff when used. It is weaker then a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, and falls even further away against [[armor]]ed foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis [[techprint]], and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option.&lt;br /&gt;
&lt;br /&gt;
The primary benefit of fangs over other implanted melee weapons is that it blocks neither artificial arms nor artificial legs from also being used.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that it is outclassed by all similar weapons in terms of melee capabilities, the ability to cause [[toxic buildup]] to enemies allows for some very specific but otherwise useful uses. When fighting an enemy [[raider]] there is a high, but random, chance they will be die upon being downed regardless of injuries if the reasons for it are going into [[pain|painshock]] or having less than 15% movement. However, if they are downed through other means such as extreme [[toxic buildup]] it will bypass this dice roll and they will live. This allows you to capture specific enemy [[raiders]] alive in a fairly reliable way.&lt;br /&gt;
&lt;br /&gt;
== How to capture an enemy alive ==&lt;br /&gt;
This exact method is also applicable to the [[venom talon]].&lt;br /&gt;
&lt;br /&gt;
=== Method ===&lt;br /&gt;
This method requires both the [[skip]] and [[painblock]] psycasts. Other [[psycast]]s, such as [[invisibility]] and [[neural heat dump]], are helpful but not strictly necessary. Make sure your venom fang pawns '''do not have melee weapons''', as otherwise they they will select that more powerful weapon over the fangs.&lt;br /&gt;
&lt;br /&gt;
You will need two groups of pawns, a psycaster and venom fang toothed pawn(s). While you can have your psycaster also be the one to have the venom fangs, this increases the neural heat cost greatly as more skip psycasts will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming [[raider]] beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom fang pawns should be in a sectioned off area either behind a wall or within a [[defense structures|bunker]] with a [[door]] held open, though if you have a high number of venom fang pawns such as 4 or 5, you can down [[raiders]] quickly and reliably enough such that separating them behind a wall/[[defense structures|bunker]]is not needed.&lt;br /&gt;
&lt;br /&gt;
Find the [[raider]] you wish to capture alive and use the skip psycast to move them through the open doorway and in melee range of your venom fang pawns. You may have to use multiple skip psycasts to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough [[neural heat]] capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump psycast on. You '''''must then cast the painblock psycast''''' as otherwise they may go into [[pain|pain shock]] before reaching extreme [[toxic buildup]], which will cause the dice to roll likely killing them. Once this is done run, skip, or [[jump pack|jump]] your psycaster to safety.&lt;br /&gt;
&lt;br /&gt;
Have your venom fang pawns close the [[door]] that was held open to ensure the aren't disturbed by other [[raiders]], and the melee the raider you skipped to them. After some attacks the [[raider]] should reach extreme [[toxic buildup]] and be downed, where you can then move your venom fanged pawns to fight the rest of the [[raid]] like normal.&lt;br /&gt;
&lt;br /&gt;
=== Flaws ===&lt;br /&gt;
This method of capturing enemies alive is not without its flaws however. Firstly, depending on which [[psycasts]] you have available, your psycaster may have to place themselves dangerously close to the enemy in order to be able to reach the desired target with the skip [[psycast]]'s modest range. This risk can be mitigated by the invisibility [[psycast]] allowing you to get closer without risk, or the mass chaos skip [[psycast]] to spread enemies out, though this can backfire by sending [[raiders]] where you don't want them to go.&lt;br /&gt;
&lt;br /&gt;
Secondly, high levels of [[toxic buildup]] can cause [[dementia]] and [[carcinoma]] to form in the people you capture. After '''500 tests from 90% toxic buildup''' there is a: &lt;br /&gt;
* 16.4% chance of [[dementia]]&lt;br /&gt;
* 6.8% chance of [[carcinoma]]&lt;br /&gt;
(Tested on [[Version/1.2.2753|version 1.2.2753]])&lt;br /&gt;
&lt;br /&gt;
Dementia causes a permanent -15% brain function, reducing all capacites by -15% while stacking an additional -25% [[hearing]] and [[talking|speaking]], bringing those stats down to 60%. Dementia is only curable by a [[healer mech serum]] or permanent use of [[luciferium]]. Carcinoma, on the other hand, causes extreme amounts of [[pain]] in later stages and will destroy the affected part once severity reaches 100%. Carcinoma, however, can be cured with a rather risky operation, costing 4 [[medicine|industrial]] or [[glitterworld medicine]], a doctor with a [[Skills#Medicine|skill]] of 10 or above, and only has a base chance of 70% to succeed. &lt;br /&gt;
&lt;br /&gt;
Finally, there is a chance you may kill the [[raider]] you are trying to capture by having them reach 100% [[toxic buildup]]. After '''500 tests''' with venom fangs there is a '''9% chance''' of them dying this way. (Tested on [[Version/1.2.2753|version 1.2.2753]])&lt;br /&gt;
&lt;br /&gt;
You may want to consider all of these risks before using this tactic.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Addded.&lt;br /&gt;
* Version 1.1.? - Buffed from 12% AP and 4.10 DPS to 22% AP and 7.5 DPS. Toxic build up was also improved.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172698</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172698"/>
		<updated>2025-11-27T12:00:10Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Nose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to replacement artificial body parts cannot [[Injury#Bleeding|bleed]] and do not cause [[pain]]. Wounds to [[Twisted obelisk|fleshmass mutations]]{{AnomalyIcon}} still bleed but will not generate additional pain.&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a [[Mechlink]]{{BiotechIcon}}, and [[Anomaly]]{{AnomalyIcon}}'s flesh limbs and [[Revenant vertebrae]]. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically [[Eltex]] gear{{RoyaltyIcon}} or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and replacements.  Replacements entirely take over for the function of natural body parts, while implants can be freely installed inside body parts provided there isn't already mutually exclusive implants.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most replacement parts and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s, [[death acidifier]]s and [[Twisted obelisk|obelisk mutations]]{{AnomalyIcon}}. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, replacement parts cannot have implants or other replacement parts installed onto them, a [[bionic arm]] cannot have a [[field hand]]{{RoyaltyIcon}} replacement or an [[elbow blade]]{{RoyaltyIcon}} implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* {{Good|+30}} [[Mood]]&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* ×0% [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* {{Good|-20%}} [[Sleep fall rate]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* {{Good|Never sleep}}&lt;br /&gt;
* {{Bad|-15%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Global Learning Factor]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* {{Bad|+20%}} [[Pain]] &lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Research Speed]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's [[Mood]] affects others nearby &lt;br /&gt;
** Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
** Does not affect pawns with their own psychic harmonizer&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* {{Good|+50%}} [[Negotiation Ability]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
* {{Good|x110%}} [[Trade Price Improvement]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* {{Good|+25%}} [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{OdysseyIcon}} [[Pilot assistant]] || Implant || &lt;br /&gt;
* {{Good|+45%}} [[Piloting Ability]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Replacement ||&lt;br /&gt;
* {{Good|150%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Replacement ||&lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Replacement ||&lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Replacement ||&lt;br /&gt;
* {{Bad|65%}} part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Replacement{{ref label|Nose|1}} || &lt;br /&gt;
* {{Good|+1}} [[Beauty_(Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* {{Good|+5}} [[Cooking Speed]]&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Replacement{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* Adds toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a natural jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms replace everything from the shoulder down. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Replacement || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Replacement || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Replacement ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Replacement || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* Adds cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Replacement mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Replacement mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Replacement || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* Cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Replacement ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Replacement || &lt;br /&gt;
* Plant work speed +160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* Adds toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Replacement ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Replacement ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Replacement (foot only) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* Adds stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* [[Food poisoning]] chance x 50%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
* Chance to inflict [[cancer]] on a regular basis&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +8%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heart ===&lt;br /&gt;
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lungs ===&lt;br /&gt;
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|- &lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass lung]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +6%&lt;br /&gt;
* Provides 30% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kidneys ===&lt;br /&gt;
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* Can be installed in each kidney&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}}{{OdysseyIcon}}  [[Blood warmer]] || Replacement ||&lt;br /&gt;
* [[Ghoul]] only&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{Good|{{Temperature|-26||delta}}}}.&lt;br /&gt;
* Medical operation cannot fail and does not require medical skill or medicine. &lt;br /&gt;
* Does not harvest the replaced kidney.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Liver ===&lt;br /&gt;
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.&amp;lt;/br&amp;gt;&lt;br /&gt;
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
All torso implants can be installed at the same time, and are compatible with spinal prosthetic replacements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* Beauty +1&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor x 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant vertebrae]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Grants [[Revenant Invisibility]] ability&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp +70%&lt;br /&gt;
* Beauty -2&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}}{{OdysseyIcon}} [[Vacskin gland]] || Implant || &lt;br /&gt;
* Provides [[Vacuum Resistance]] of {{+|85%}}&lt;br /&gt;
* Adds immunity to [[Vacuum#Vacuum burns|Vacuum burns]]&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
* Movement x 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172697</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172697"/>
		<updated>2025-11-27T11:57:26Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Ears */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to replacement artificial body parts cannot [[Injury#Bleeding|bleed]] and do not cause [[pain]]. Wounds to [[Twisted obelisk|fleshmass mutations]]{{AnomalyIcon}} still bleed but will not generate additional pain.&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a [[Mechlink]]{{BiotechIcon}}, and [[Anomaly]]{{AnomalyIcon}}'s flesh limbs and [[Revenant vertebrae]]. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically [[Eltex]] gear{{RoyaltyIcon}} or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and replacements.  Replacements entirely take over for the function of natural body parts, while implants can be freely installed inside body parts provided there isn't already mutually exclusive implants.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most replacement parts and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s, [[death acidifier]]s and [[Twisted obelisk|obelisk mutations]]{{AnomalyIcon}}. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, replacement parts cannot have implants or other replacement parts installed onto them, a [[bionic arm]] cannot have a [[field hand]]{{RoyaltyIcon}} replacement or an [[elbow blade]]{{RoyaltyIcon}} implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* {{Good|+30}} [[Mood]]&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* ×0% [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* {{Good|-20%}} [[Sleep fall rate]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* {{Good|Never sleep}}&lt;br /&gt;
* {{Bad|-15%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Global Learning Factor]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* {{Bad|+20%}} [[Pain]] &lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Research Speed]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's [[Mood]] affects others nearby &lt;br /&gt;
** Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
** Does not affect pawns with their own psychic harmonizer&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* {{Good|+50%}} [[Negotiation Ability]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
* {{Good|x110%}} [[Trade Price Improvement]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* {{Good|+25%}} [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{OdysseyIcon}} [[Pilot assistant]] || Implant || &lt;br /&gt;
* {{Good|+45%}} [[Piloting Ability]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Replacement ||&lt;br /&gt;
* {{Good|150%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Replacement ||&lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Replacement ||&lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Replacement ||&lt;br /&gt;
* {{Bad|65%}} part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Replacement{{ref label|Nose|1}} || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Replacement{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* Adds toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a natural jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms replace everything from the shoulder down. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Replacement || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Replacement || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Replacement ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Replacement || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* Adds cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Replacement mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Replacement mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Replacement || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* Cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Replacement ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Replacement || &lt;br /&gt;
* Plant work speed +160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* Adds toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Replacement ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Replacement ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Replacement (foot only) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* Adds stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* [[Food poisoning]] chance x 50%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
* Chance to inflict [[cancer]] on a regular basis&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +8%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heart ===&lt;br /&gt;
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lungs ===&lt;br /&gt;
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|- &lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass lung]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +6%&lt;br /&gt;
* Provides 30% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kidneys ===&lt;br /&gt;
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* Can be installed in each kidney&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}}{{OdysseyIcon}}  [[Blood warmer]] || Replacement ||&lt;br /&gt;
* [[Ghoul]] only&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{Good|{{Temperature|-26||delta}}}}.&lt;br /&gt;
* Medical operation cannot fail and does not require medical skill or medicine. &lt;br /&gt;
* Does not harvest the replaced kidney.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Liver ===&lt;br /&gt;
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.&amp;lt;/br&amp;gt;&lt;br /&gt;
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
All torso implants can be installed at the same time, and are compatible with spinal prosthetic replacements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* Beauty +1&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor x 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant vertebrae]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Grants [[Revenant Invisibility]] ability&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp +70%&lt;br /&gt;
* Beauty -2&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}}{{OdysseyIcon}} [[Vacskin gland]] || Implant || &lt;br /&gt;
* Provides [[Vacuum Resistance]] of {{+|85%}}&lt;br /&gt;
* Adds immunity to [[Vacuum#Vacuum burns|Vacuum burns]]&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
* Movement x 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172696</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172696"/>
		<updated>2025-11-27T11:56:29Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Eyes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to replacement artificial body parts cannot [[Injury#Bleeding|bleed]] and do not cause [[pain]]. Wounds to [[Twisted obelisk|fleshmass mutations]]{{AnomalyIcon}} still bleed but will not generate additional pain.&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a [[Mechlink]]{{BiotechIcon}}, and [[Anomaly]]{{AnomalyIcon}}'s flesh limbs and [[Revenant vertebrae]]. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically [[Eltex]] gear{{RoyaltyIcon}} or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and replacements.  Replacements entirely take over for the function of natural body parts, while implants can be freely installed inside body parts provided there isn't already mutually exclusive implants.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most replacement parts and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s, [[death acidifier]]s and [[Twisted obelisk|obelisk mutations]]{{AnomalyIcon}}. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, replacement parts cannot have implants or other replacement parts installed onto them, a [[bionic arm]] cannot have a [[field hand]]{{RoyaltyIcon}} replacement or an [[elbow blade]]{{RoyaltyIcon}} implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* {{Good|+30}} [[Mood]]&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* ×0% [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* {{Good|-20%}} [[Sleep fall rate]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* {{Good|Never sleep}}&lt;br /&gt;
* {{Bad|-15%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Global Learning Factor]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* {{Bad|+20%}} [[Pain]] &lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Research Speed]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's [[Mood]] affects others nearby &lt;br /&gt;
** Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
** Does not affect pawns with their own psychic harmonizer&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* {{Good|+50%}} [[Negotiation Ability]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
* {{Good|x110%}} [[Trade Price Improvement]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* {{Good|+25%}} [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{OdysseyIcon}} [[Pilot assistant]] || Implant || &lt;br /&gt;
* {{Good|+45%}} [[Piloting Ability]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Replacement ||&lt;br /&gt;
* {{Good|150%}} part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Replacement ||&lt;br /&gt;
* {{Good|125%}} part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Replacement ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Replacement{{ref label|Nose|1}} || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Replacement{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* Adds toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a natural jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms replace everything from the shoulder down. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Replacement || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Replacement || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Replacement ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Replacement || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* Adds cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Replacement mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Replacement mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Replacement || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* Cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Replacement ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Replacement || &lt;br /&gt;
* Plant work speed +160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* Adds toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Replacement ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Replacement ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Replacement (foot only) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* Adds stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* [[Food poisoning]] chance x 50%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
* Chance to inflict [[cancer]] on a regular basis&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +8%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heart ===&lt;br /&gt;
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lungs ===&lt;br /&gt;
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|- &lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass lung]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +6%&lt;br /&gt;
* Provides 30% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kidneys ===&lt;br /&gt;
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* Can be installed in each kidney&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}}{{OdysseyIcon}}  [[Blood warmer]] || Replacement ||&lt;br /&gt;
* [[Ghoul]] only&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{Good|{{Temperature|-26||delta}}}}.&lt;br /&gt;
* Medical operation cannot fail and does not require medical skill or medicine. &lt;br /&gt;
* Does not harvest the replaced kidney.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Liver ===&lt;br /&gt;
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.&amp;lt;/br&amp;gt;&lt;br /&gt;
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
All torso implants can be installed at the same time, and are compatible with spinal prosthetic replacements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* Beauty +1&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor x 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant vertebrae]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Grants [[Revenant Invisibility]] ability&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp +70%&lt;br /&gt;
* Beauty -2&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}}{{OdysseyIcon}} [[Vacskin gland]] || Implant || &lt;br /&gt;
* Provides [[Vacuum Resistance]] of {{+|85%}}&lt;br /&gt;
* Adds immunity to [[Vacuum#Vacuum burns|Vacuum burns]]&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
* Movement x 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172695</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172695"/>
		<updated>2025-11-27T11:54:19Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Brain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to replacement artificial body parts cannot [[Injury#Bleeding|bleed]] and do not cause [[pain]]. Wounds to [[Twisted obelisk|fleshmass mutations]]{{AnomalyIcon}} still bleed but will not generate additional pain.&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a [[Mechlink]]{{BiotechIcon}}, and [[Anomaly]]{{AnomalyIcon}}'s flesh limbs and [[Revenant vertebrae]]. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically [[Eltex]] gear{{RoyaltyIcon}} or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and replacements.  Replacements entirely take over for the function of natural body parts, while implants can be freely installed inside body parts provided there isn't already mutually exclusive implants.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most replacement parts and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s, [[death acidifier]]s and [[Twisted obelisk|obelisk mutations]]{{AnomalyIcon}}. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, replacement parts cannot have implants or other replacement parts installed onto them, a [[bionic arm]] cannot have a [[field hand]]{{RoyaltyIcon}} replacement or an [[elbow blade]]{{RoyaltyIcon}} implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* {{Good|+30}} [[Mood]]&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* ×0% [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* {{Good|-20%}} [[Sleep fall rate]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* {{Good|Never sleep}}&lt;br /&gt;
* {{Bad|-15%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Global Learning Factor]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* {{Bad|+20%}} [[Pain]] &lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Research Speed]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's [[Mood]] affects others nearby &lt;br /&gt;
** Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
** Does not affect pawns with their own psychic harmonizer&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* {{Good|+50%}} [[Negotiation Ability]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
* {{Good|x110%}} [[Trade Price Improvement]]&lt;br /&gt;
** Effect scales with implantee [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* {{Good|+25%}} [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{OdysseyIcon}} [[Pilot assistant]] || Implant || &lt;br /&gt;
* {{Good|+45%}} [[Piloting Ability]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Replacement ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Replacement{{ref label|Nose|1}} || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Replacement{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* Adds toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a natural jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms replace everything from the shoulder down. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Replacement || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Replacement || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Replacement ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Replacement || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* Adds cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Replacement mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Replacement mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Replacement || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* Cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Replacement ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Replacement || &lt;br /&gt;
* Plant work speed +160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* Adds toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Replacement ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Replacement ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Replacement (foot only) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* Adds stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* [[Food poisoning]] chance x 50%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
* Chance to inflict [[cancer]] on a regular basis&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +8%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heart ===&lt;br /&gt;
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lungs ===&lt;br /&gt;
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|- &lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass lung]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +6%&lt;br /&gt;
* Provides 30% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kidneys ===&lt;br /&gt;
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* Can be installed in each kidney&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}}{{OdysseyIcon}}  [[Blood warmer]] || Replacement ||&lt;br /&gt;
* [[Ghoul]] only&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{Good|{{Temperature|-26||delta}}}}.&lt;br /&gt;
* Medical operation cannot fail and does not require medical skill or medicine. &lt;br /&gt;
* Does not harvest the replaced kidney.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Liver ===&lt;br /&gt;
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.&amp;lt;/br&amp;gt;&lt;br /&gt;
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
All torso implants can be installed at the same time, and are compatible with spinal prosthetic replacements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* Beauty +1&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor x 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant vertebrae]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Grants [[Revenant Invisibility]] ability&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp +70%&lt;br /&gt;
* Beauty -2&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}}{{OdysseyIcon}} [[Vacskin gland]] || Implant || &lt;br /&gt;
* Provides [[Vacuum Resistance]] of {{+|85%}}&lt;br /&gt;
* Adds immunity to [[Vacuum#Vacuum burns|Vacuum burns]]&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
* Movement x 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=172694</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=172694"/>
		<updated>2025-11-27T11:51:51Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Hearing loss */&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 ailments}}&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;
| {{Graph:Chart&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#Summary|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;
* [[Death refusal]]{{AnomalyIcon}}: 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;
* [[Chronophagy]]{{AnomalyIcon}}: 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;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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;
| {{Graph:Chart&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 has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] 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;
| {{Graph:Chart&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]], [[Unnatural healing]] 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 level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 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;
| {{Graph:Chart&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]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} 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;
| {{Graph:Chart&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 300 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 200 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 100 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 60 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 30 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;
| {{Graph:Chart&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;
| {{Graph:Chart&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 [[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;
| {{Graph:Chart&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'|{{Graph:Chart&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;
{{Graph:Chart&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'|{{Graph:Chart&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;
{{Graph:Chart&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;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Recode|section=1|reason=Graph is missing lines for Vacskin Gland and Vacuum Resistance gene}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
  |-&lt;br /&gt;
  ! Stage !! Begins at !! Symptoms !! Graph&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
  * No visible symptoms, doesn't show up in health tab&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
  {{Graph:Chart&lt;br /&gt;
  |width=1000&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y4Title=Full Recon armour (95%) [16.6min]&lt;br /&gt;
  |y5Title=Full Marine armour (97%) [27.7min]&lt;br /&gt;
  |y6Title=Full Cataphract armour (98%) [41.6min]&lt;br /&gt;
  |y7Title= Vacsuit helmet and any power armor (99%) [83.3min]--&amp;gt;&lt;br /&gt;
  |x = 0,50,73.5,161.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1 = 0,100&lt;br /&gt;
  |y2 = 0,68,100&lt;br /&gt;
  |y3 = 0,31,45.57,100&lt;br /&gt;
  |y4 = 0,5,7.35,16.13,100&lt;br /&gt;
  |y5 = 0,3,4.41,9.68,60,100&lt;br /&gt;
  |y6 = 0,2,2.94,6.45,40,66.67,100&lt;br /&gt;
  |y7 = 0,1,1.47,3.23,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (initial)''' || ≥15% severity ||&lt;br /&gt;
  * {{Bad|-5%}} [[Consciousness]]&lt;br /&gt;
  * {{Bad|+5%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (mild)''' || ≥30% severity ||&lt;br /&gt;
  * {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
  * {{Bad|+8%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (moderate)''' || ≥50% severity ||&lt;br /&gt;
  * {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
  * {{Bad|+10%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (extreme)''' || ≥85% severity ||&lt;br /&gt;
  * [[Consciousness]] max. 10%&lt;br /&gt;
  * {{Bad|+10%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (extreme)''' || 100% severity ||&lt;br /&gt;
  * [[Death]]&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;
Sterilizing a pregnant animal will not terminate the pregnancy.&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]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&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]], [[unnatural healing]]{{AnomalyIcon}} and [[resurrector mech serum]] can cure cirrhosis.&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]] or via [[unnatural healing]]{{AnomalyIcon}}&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 potentially 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 [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). 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;
{{Main|Bliss lobotomy}}&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 30 [[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;[[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 [[Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% 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 [[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;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&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; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|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;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;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; style=&amp;quot;margin: auto;&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 be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}}, [[nuclear stomach]] {{RoyaltyIcon}} or [[fleshmass stomach]] {{AnomalyIcon}}, or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&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, tox rain}}&lt;br /&gt;
Primarily occurs with exposure to [[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]]{{BiotechIcon}} such as [[Partial antitoxic lungs]]{{BiotechIcon}} and [[Total antitoxic lungs]],{{BiotechIcon}} or [[Tox resistance]]{{BiotechIcon}} and [[Tox immunity]].{{BiotechIcon}}&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;
* [[Pilot assistant]] {{OdysseyIcon}}&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|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, 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 [[neural heat limit]]s 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|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;
{{:Subcore softscanner}}&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. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. 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. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|Ghoul infusion]] will not cure Crumbling mind and it will hinder ghoul's combat abilities.&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 2 or more 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;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 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.  Each interval 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 recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&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 chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&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;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172693</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172693"/>
		<updated>2025-11-27T11:43:43Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Brain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to replacement artificial body parts cannot [[Injury#Bleeding|bleed]] and do not cause [[pain]]. Wounds to [[Twisted obelisk|fleshmass mutations]]{{AnomalyIcon}} still bleed but will not generate additional pain.&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a [[Mechlink]]{{BiotechIcon}}, and [[Anomaly]]{{AnomalyIcon}}'s flesh limbs and [[Revenant vertebrae]]. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically [[Eltex]] gear{{RoyaltyIcon}} or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and replacements.  Replacements entirely take over for the function of natural body parts, while implants can be freely installed inside body parts provided there isn't already mutually exclusive implants.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most replacement parts and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s, [[death acidifier]]s and [[Twisted obelisk|obelisk mutations]]{{AnomalyIcon}}. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, replacement parts cannot have implants or other replacement parts installed onto them, a [[bionic arm]] cannot have a [[field hand]]{{RoyaltyIcon}} replacement or an [[elbow blade]]{{RoyaltyIcon}} implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* {{Good|+30}} [[Mood]]&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* ×0% [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* {{Good|-20%}} [[Sleep fall rate]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* {{Good|Never sleep}}&lt;br /&gt;
* {{Bad|-15%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Global Learning Factor]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* {{Bad|+20%}} [[Pain]] &lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Research Speed]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's [[Mood]] affects others nearby &lt;br /&gt;
* Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
* Does not affect pawns with their own psychic harmonizer&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* {{Good|+50%}} [[Negotiation Ability]]&lt;br /&gt;
* {{Good|x110%}} [[Trade Price Improvement]]&lt;br /&gt;
* Both effects scale with [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* {{Good|+25%}} [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{OdysseyIcon}} [[Pilot assistant]] || Implant || &lt;br /&gt;
* {{Good|+45%}} [[Piloting Ability]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Replacement ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Replacement{{ref label|Nose|1}} || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Replacement{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* Adds toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a natural jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms replace everything from the shoulder down. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Replacement || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Replacement || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Replacement ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Replacement || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* Adds cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Replacement mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Replacement mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Replacement || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* Cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Replacement ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Adds Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Replacement || &lt;br /&gt;
* Plant work speed +160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* Adds toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Applies [[Toxic buildup]]&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Replacement ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Replacement ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Replacement ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Replacement (foot only) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* Adds stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Replacement ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* [[Food poisoning]] chance x 50%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
* Chance to inflict [[cancer]] on a regular basis&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +8%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heart ===&lt;br /&gt;
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Replacement || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Replacement ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lungs ===&lt;br /&gt;
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|- &lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass lung]] || Replacement mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +6%&lt;br /&gt;
* Provides 30% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[asthma]] and [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
* Surgical removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kidneys ===&lt;br /&gt;
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* Can be installed in each kidney&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Replacement ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}}{{OdysseyIcon}}  [[Blood warmer]] || Replacement ||&lt;br /&gt;
* [[Ghoul]] only&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{Good|{{Temperature|-26||delta}}}}.&lt;br /&gt;
* Medical operation cannot fail and does not require medical skill or medicine. &lt;br /&gt;
* Does not harvest the replaced kidney.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Liver ===&lt;br /&gt;
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.&amp;lt;/br&amp;gt;&lt;br /&gt;
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
All torso implants can be installed at the same time, and are compatible with spinal prosthetic replacements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* Beauty +1&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor x 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant vertebrae]] || Replacement (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Grants [[Revenant Invisibility]] ability&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp +70%&lt;br /&gt;
* Beauty -2&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}}{{OdysseyIcon}} [[Vacskin gland]] || Implant || &lt;br /&gt;
* Provides [[Vacuum Resistance]] of {{+|85%}}&lt;br /&gt;
* Adds immunity to [[Vacuum#Vacuum burns|Vacuum burns]]&lt;br /&gt;
* Improves [[minimum comfortable temperature]] by {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
* Movement x 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archotech&amp;diff=172672</id>
		<title>Archotech</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archotech&amp;diff=172672"/>
		<updated>2025-11-26T19:17:02Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Archotechnology */ missing Anomaly DLC content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The pinnacle of technological development, an archotech is a machine superintelligence that thinks on a level incomprehensible to humans. It wields such enormous power that when constructed, it frequently and quickly is able to assume automatic sovereignty over its world – with its incredible abilities used to expand further and enhance its capabilities through subterranean or even orbital computing facilities. It can even build self-replicating mechanoids to assist in its goals, designing and executing schemes that are beyond human comprehension.  They don’t have a consistent appearance or structure, however, each is as indecipherable as the next. They can exist within the internal systems of a space station, or hidden inside a Glitterworld’s internet. &lt;br /&gt;
&lt;br /&gt;
Archotechs, after having subsumed authority over a planet, are known to begin Transcendence – where the world it dominates sees synthetic ascendance. Essentially, altering the planet to become a sort of gigantic computing machine, where its inhabitants are somehow incorporated – or destroyed – sometimes a combination of the two as the Archotech pursues Transcendence. After the process is complete, silence echoes. Forevermore, the motivations of Archotech are unknowable. &lt;br /&gt;
&lt;br /&gt;
However, it is not uncommon to hear about the wrath of Archotechs and Transcendent worlds – those entering their space are lucky to leave unscathed, with some of the more unfortunate travellers never being heard from again. Though, despite these accounts, there are sometimes kinder reports – where allegedly some crew have been cured of diseases thought incurable, or scars that disappeared. Sometimes, those that survived their encounter with the Archotech have their memories intact – in other cases, some are left with amnesia or completely altered memories with suddenly obtained knowledge or even new beliefs. &lt;br /&gt;
&lt;br /&gt;
Though most Transcendent worlds maintain the same state indefinitely – where their inherent stability ensures their continued existence. However, rumours do exist of these worlds having undergone an extinction, where they are left with unintelligible wonders, where any person brave enough to explore these ruins will be able to exploit the untapped wealth that exists.&lt;br /&gt;
&lt;br /&gt;
Archotechs have been around since least 3500, and the first [[sanguophage]] was created by one &amp;quot;thousands of years ago&amp;quot; by the time of 5500.&lt;br /&gt;
&lt;br /&gt;
== Archotechnology ==&lt;br /&gt;
{{stub|section=1|reason=Horax, psychic rituals, shards, entities. maybe bioferrite}}&lt;br /&gt;
*'''Archites''' {{BiotechIcon}}&lt;br /&gt;
Usually captured within a small container, [[archite_capsule|archites]] are microscopic machines produced by a superintelligence archotech. They are capable of unfathomable physical and psychic feats – and cannot be crafted, but perhaps scavenged from ruins. They are necessary to create [[Genes#Archite|archite-powered]] [[xenogerm|xenogerms]]. &amp;lt;ref&amp;gt;[[Archite capsule]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Archotech Prosthetics''' &lt;br /&gt;
[[File:Health item archotech.png|frame|200px|The icon used for archotech-tier artificial body parts.]]&lt;br /&gt;
Archotech [[Artificial_body_parts|prosthetics]] are extraordinarily rare to locate, and impossible to create. Superior in every way to other prosthetics, as well as human organs and limbs. Crafted by an archotech to appear similar to human tissue, it is capable of repairing itself given enough time and enables almost super-human capabilities in its users. &amp;lt;ref&amp;gt;[[Artificial body parts|Archotech leg]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Artificial body parts|Archotech arm]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Artificial body parts|Archotech eye]] description&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
There are 3 known archotech prosthetics:&lt;br /&gt;
* [[Archotech arm]]&lt;br /&gt;
* [[Archotech leg]]&lt;br /&gt;
* [[Archotech eye]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Archotech Structures''' {{IdeologyIcon}}&lt;br /&gt;
[[File:Archonexus core.png|thumb|200px|An Archonexus core, indecipherable to even the most advanced glitterworld societies.]]&lt;br /&gt;
Archotech structures are as incomprehensible as any other archotech technology. Difficult to even perceive by the average person, the larger structures generate a deeply unsettling psychic field. The [[Archonexus core]] is rumored to be a part of one of the god-like machine intelligences. &amp;lt;ref&amp;gt;[[Archotech_tower|Archotech tower]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Major archotech structure]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Grand_archotech_structure|Grand archotech structure]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Archonexus core]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Endings#The_Archonexus|The Archonexus]] questline&amp;lt;/ref&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
There are 4 known archotech structures:&lt;br /&gt;
* [[Archotech tower]]&lt;br /&gt;
* [[Major archotech structure]]&lt;br /&gt;
* [[Grand archotech structure]]&lt;br /&gt;
* [[Archonexus core]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Vanometrics''' &lt;br /&gt;
Constructed by archotechs, [[Vanometric_power_cell|vanometrics]] is a technology that is beyond the complete understanding of even the most advanced Glitterworld societies – however, it is largely believed as being the interaction of spacetime at a quantum level that somehow allows the quantum foam substructure of the universe to break its usual pattern and yield more energy that it consumes – allowing the indefinite generation of energy without the use of fuel if done correctly. Archotechs appear to be reluctant to scale this power source up past a certain level, leading some to believe that there might be a cost that the machine superintelligences do not wish to pay. &amp;lt;ref&amp;gt;[[Lore#Cryptosleep_Revival_Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Psychic Effectors''' &lt;br /&gt;
Regardless of distance, archotechnology appears to be capable of directly influencing the mental-informational processes of biological beings. In its simplest form, this technology can not only knock someone unconscious but also flood their minds with a single emotion. There have been reports of more complicated interactions, though it is difficult to differentiate between cases where a person has had a mental breakdown. Though there is reasonable suspicion that archotechs are capable of reading minds, it is unknown whether their capabilities end at merely sending thoughts. There are various approaches to understanding how psychic effectors work, but there exists no verifiable source on the matter. &amp;lt;ref&amp;gt;[[Lore#Cryptosleep_Revival_Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;       &lt;br /&gt;
&lt;br /&gt;
Psychic effectors appear in many different forms, including but not limited to:&lt;br /&gt;
* [[Psychic shock lance]]&lt;br /&gt;
* [[Psychic soothe pulser]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Psychic emanator]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Psylinks''' {{RoyaltyIcon}} &lt;br /&gt;
A [[Psylink_neuroformer|device]] created by archotechs that allows a person to perform [[psycasts]] – powerful [[Psycasts#Psycasts|psychic powers]] that can influence reality – that is pressed over the eyes, and eventually restructures the brain. It is a single-use item, and obtaining such is rare without the help of powerful benefactors such as the Empire or its defectors. &amp;lt;ref&amp;gt;[[Psylink neuroformer]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archotech Worship == &lt;br /&gt;
&lt;br /&gt;
The power wielded by archotechs has led to their [[Ideoligion#Structure|worship]], ranging from primitive neolithic societies to advanced post-scarcity societies. Though the worship of these superintelligent machines may differ between these groups, they each revere the godlike abilities that they’re capable of accomplishing – with some taking particular interest in psycasts. Psycasts are wildly regarded as being gifts from archotechs, especially so from the Empire – with associates [[Titles#Psylink|presented]] with psylinks upon climbing their ranks.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&amp;quot;Archotech&amp;quot; is derived from the Greek suffix &amp;quot;-arch&amp;quot;&amp;lt;ref&amp;gt;&amp;quot;It's actually from the root &amp;quot;archo&amp;quot; for ruler. As in archon. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1g9czaa/comment/lt6vgrh Reddit comment].&amp;lt;/ref&amp;gt;, meaning &amp;quot;rule&amp;quot; or &amp;quot;government&amp;quot;.&amp;lt;ref&amp;gt;[https://en.wiktionary.org/wiki/-arch Wikitionary]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Burned_floor&amp;diff=172671</id>
		<title>Burned floor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Burned_floor&amp;diff=172671"/>
		<updated>2025-11-26T18:48:19Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Burned floor&lt;br /&gt;
| image = Burned straw matting.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 0&lt;br /&gt;
| beauty = -6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| path cost = 1&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = False&lt;br /&gt;
| cleaning time factor = 1&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 0.93&lt;br /&gt;
| fertility = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Burned floors''' are created when most types of flammable [[floor]]s are destroyed by [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
There are four variants with different names, descriptions and graphics (see ''Gallery'' below), but otherwise identical properties.&lt;br /&gt;
&lt;br /&gt;
* '''Burned carpet''' is created from [[carpet]], [[fine carpet]]{{RoyaltyIcon}}, [[hex carpet]]{{IdeologyIcon}}, [[mindbend carpet]]{{IdeologyIcon}} and [[morbid carpet]]{{IdeologyIcon}}.&lt;br /&gt;
* '''Burned straw matting''' is created from [[straw matting]].&lt;br /&gt;
* '''Burned wood floor''' is created from [[wood floor]], however, despite them being made out of [[wood]], ''not'' from [[totemic boards]]{{IdeologyIcon}}.&lt;br /&gt;
* '''Burned bioferrite plate'''{{AnomalyIcon}} is created from [[bioferrite plate]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Burned floors act like any other type of flooring. In order to build a new floor, the burned floor must be removed first.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
All burned floors massively lower room beauty and additionally constitute no wealth, reducing the size of raids, although the wealth decrease is likely to be minuscule at best. Tortured artists could benefit from burned floors in their bedrooms due to the massive beauty and quality hit, as well as ascetics due to their desire to have poor living conditions. Producing burned floors is a relatively simple process: just build a room out of fireproof material such as stone, lay down carpet/wood/hay flooring, remove any flammable furniture, and use molotov cocktails to set the room on fire. Forbid the door to prevent your pawns from walking in and burning to death and/or suffering heat stroke.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Burned carpet.png|''&amp;quot;Burned-out carpet.&amp;quot;''&lt;br /&gt;
Burned straw matting.png|''&amp;quot;Straw matting that has been burned in a fire.&amp;quot;''&lt;br /&gt;
Burned wood floor.png|''&amp;quot;Burned-out wood plank flooring.&amp;quot;''&lt;br /&gt;
Burned bioferrite plate floor colored.png|''&amp;quot;Burned bioferrite plate.&amp;quot;''{{AnomalyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
? - Move speed penalty reduced to prevent exploitation.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=172653</id>
		<title>Chronophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=172653"/>
		<updated>2025-11-26T01:45:21Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Chronophagy &lt;br /&gt;
| image = Chronophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Chronophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Chronophagy''' is a [[psychic ritual]] that de-ages and removes some age related [[ailments]] of the invoker while aging the target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Will remove one of the Invoker's scars and has a 50% chance to remove a second. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn. The amount of damage based on their age before the ritual, and is affected by the [[Incoming Damage Multiplier]] of the pawn.&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Base Brain Damage by Pre-Ritual Age&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=line|xAxisTitle=Pre-Ritual Age|yAxisTitle=Base brain damage|x=0,70,90,100,140|y=1,1,5,8,10|yAxisMin=0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years Transferred by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Recode| section=1|reason= Ideally we'd get a nice table or graph of ritual quality to years transferred whipped up. Every 4% ritual quality = 1 year transferred. }}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Fertility]]{{BiotechIcon}} and [[Immunity Gain Speed]]. Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon Small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.|&amp;quot;[...] from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172170</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=172170"/>
		<updated>2025-11-22T04:16:45Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Brain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to artificial body parts do not cause [[pain]].&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Body Modders and Purists ==&lt;br /&gt;
Pawns with the [[Body modder]] or [[Body purist]] [[Traits]] will either get a [[Mood]] bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different [[Social]] opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, [[Royalty]]'s{{RoyaltyIcon}} glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a [[Mechlink]]{{BiotechIcon}}, and [[Anomaly]]{{AnomalyIcon}}'s flesh limbs and [[Revenant vertebrae]]. The only enhancements not considered by either trait is any levels of [[Psylink]]{{RoyaltyIcon}} and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically [[Eltex]] gear{{RoyaltyIcon}} or any psychically active [[Persona weapon]]{{ideologyIcon}}. An implanted [[xenogerm]]{{BiotechIcon}} will be counted as one single enhancement no matter how complex the xenogerm is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of&amp;lt;br&amp;gt;Enhancements !! Body Modder !! Body Modder&amp;lt;br&amp;gt;Opinion of Others !! Body Purist !! Body Purist&amp;lt;br&amp;gt;Opinion of Others&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| {{--|4}} ||  0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| {{+|4}}||{{+|8}}  ||  {{--|10}}||{{--|8}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| {{+|7}}||{{+|16}}  ||  {{--|15}}||{{--|16}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| {{+|9}}||{{+|24}}  ||  {{--|20}}||{{--|24}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| {{+|11}}||{{+|32}}  ||  {{--|25}}||{{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| {{+|12}}||{{+|40}}  ||  {{--|30}}||{{--|40}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| {{+|13}}||{{+|40}}  ||  {{--|35}}||{{--|40}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and prosthetics.  Implants are attached to the natural flesh body part, while prosthetics are replacements that require the original to be removed.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most prosthetics and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s and [[death acidifier]]s. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, prosthetic parts cannot have other prosthetic parts or implants installed on them; a [[bionic arm]] cannot have a [[field hand]] prosthetic or [[elbow blade]] implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* {{Good|+30}} [[Mood]]&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* ×0% [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* {{Good|-20%}} [[Sleep fall rate]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* {{Good|Never sleep}}&lt;br /&gt;
* {{Bad|-15%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Global Learning Factor]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* {{Bad|+20%}} [[Pain]] &lt;br /&gt;
* {{Bad|Cannot}} be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* {{Good|+20%}} [[Research Speed]]&lt;br /&gt;
* {{Bad|Susceptible}} to [[brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's [[Mood]] affects others nearby &lt;br /&gt;
* Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* {{Good|+50%}} [[Negotiation Ability]]&lt;br /&gt;
* {{Good|x110%}} [[Trade Price Improvement]]&lt;br /&gt;
* Both effects scale with [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* {{Good|+25%}} [[Psychic Sensitivity]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Prosthetic ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Prosthetic{{ref label|Nose|1}} || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* cannot have a tongue&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Prosthetic{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Toxic buildup in enemy&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms replace everything from the shoulder down. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Prosthetic || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Prosthetic || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Prosthetic ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Prosthetic || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=Get this thing off of me!|label=Flesh tentacle|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Mutation ||&lt;br /&gt;
* 20.5 damage cut&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Inflicts {{Thought|desc=It never stops squirming. I hate it.|label=Flesh whip|value=-6|stack=2}} debuff, disabled if pawn is [[Inhumanized]] or a [[Body modder]].&lt;br /&gt;
* Removal causes a [[Fleshbeast]]{{AnomalyIcon}} to spawn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Prosthetic || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Prosthetic ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Prosthetic || &lt;br /&gt;
* Plant work speed +160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Toxic buildup in enemy&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Prosthetic ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Prosthetic ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Prosthetic (foot only) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* [[Food poisoning]] chance x 50%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
* Chance to inflict [[cancer]] on a regular basis&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
* Prevents [[gut worms]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
* [[EMP]] damage causes [[vomiting]]&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Mutation ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Pain +8%&lt;br /&gt;
* Prevents [[gut worms]] and [[food poisoning]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heart ===&lt;br /&gt;
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lungs ===&lt;br /&gt;
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Prosthetic ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kidneys ===&lt;br /&gt;
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* each kidney can have one of these&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Prosthetic ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Liver ===&lt;br /&gt;
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.&amp;lt;/br&amp;gt;&lt;br /&gt;
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
All torso implants can be installed at the same time, and are compatible with spinal prosthetics.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Prosthetic (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* Beauty +1&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor x 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant vertebrae]] || Prosthetic (spine) ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Grants [[Revenant Invisibility]] ability&lt;br /&gt;
* Prevents the [[bad back]] condition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp +70%&lt;br /&gt;
* Beauty -2&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=172169</id>
		<title>Template:Psychic Sensitivity Factor Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=172169"/>
		<updated>2025-11-22T03:35:17Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Recode|reason=1) Verify and update sight effect (sight and psy sense pages conflict) 2) bioferrite page mentions neural heat limit effect - if that page is correct then itshould be added and the caveat on that page mentioned as footnote}} [[Category: Customized table templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-align: center}}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! data-sort-type=number | Sensitivity Bonus&lt;br /&gt;
! data-sort-type=number | Sensitivity Multiplier&lt;br /&gt;
! data-sort-type=number | Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! data-sort-type=number | 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;
| -&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;'| [[Psychically hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|80%}}&lt;br /&gt;
| -&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;'| [[Psychically sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|40%}}&lt;br /&gt;
| -&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;'| [[Psychically dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|50%}}&lt;br /&gt;
| -&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;'| [[Psychically deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|100%}}&lt;br /&gt;
| -&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;
| -&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;
| -&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;
| -&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;
| -&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;
| -&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;
| -&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;
| -&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;
| data-sort-value=&amp;quot;+15%&amp;quot; | {{+|5 – 15%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 15/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}} – {{#expr: 15/100 * 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;
| data-sort-value=&amp;quot;+23%&amp;quot; | {{+|8 – 23%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 23/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 8/100 * 30 * 2.6666 round 0}} – {{#expr: 23/100 * 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;
| data-sort-value=&amp;quot;+30%&amp;quot; | {{+|10 – 30%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 30/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 10/100 * 30 * 2.6666 round 0}} – {{#expr: 30/100 * 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;
| data-sort-value=&amp;quot;+23%&amp;quot; | {{+|8 – 23%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 23/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 8/100 * 30 * 2.6666 round 0}} – {{#expr: 23/100 * 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;
| data-sort-value=&amp;quot;+60%&amp;quot; | {{+|20 – 60%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 60/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 20/100 * 30 * 2.6666 round 0}} – {{#expr: 60/100 * 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;
| data-sort-value=&amp;quot;+75%&amp;quot; | {{+|25 – 75%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 75/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 25/100 * 30 * 2.6666 round 0}} – {{#expr: 75/100 * 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;'| [[Psychic hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| {{+|40%}}&lt;br /&gt;
| -&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;'| [[Psychic sensitizer (persona trait)|Psychic sensitizer]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| {{+|20%}}&lt;br /&gt;
| -&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;'| [[Psychic quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| {{--|15%}}&lt;br /&gt;
| -&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;'| [[Psychic fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| {{--|30%}}&lt;br /&gt;
| -&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;'| [[Neural cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| data-sort-value=&amp;quot;+0%&amp;quot; |-&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+0%&amp;quot; |-&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;
| -&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;
| -&lt;br /&gt;
| {{+|{{#expr: 30/100 * 30 * 2.6666 round 0}}}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic bonding]]&lt;br /&gt;
| Gene&lt;br /&gt;
| data-sort-value=&amp;quot;+10%&amp;quot; | {{+|5 – 10%}}{{ref label|Bonding|E}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 10/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}} – {{#expr: 10/100 * 30 * 2.6666 round 0}}}}{{ref label|Bonding|E}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| {{+|20%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 20/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Super psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| {{+|40%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 40/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychofluid pump]] &lt;br /&gt;
| Deathrest building&lt;br /&gt;
| data-sort-value=&amp;quot;+100%&amp;quot; | {{+|25 – 100%}} {{ref label|Building|DR}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 80/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 25/100 * 30 * 2.6666 round 0}} – {{#expr: 100/100 * 30 * 2.6666 round 0}}}} {{ref label|Building|DR}}&lt;br /&gt;
| data-sort-value=&amp;quot;+0.2&amp;quot; |  {{+|0.05 - 0.2}}&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Deathrest|Deathrest exhaustion]] &lt;br /&gt;
| Condition&lt;br /&gt;
| {{--|100%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{--|{{#expr: 100/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychophagy|Psychophage]] &lt;br /&gt;
| Condition&lt;br /&gt;
| {{+|50%}} {{ref label|Ritual|P}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 50/100 * 30 * 2.6666 round 0}}}} {{ref label|Ritual|P}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychophagy|Psychically dead]] &lt;br /&gt;
| Condition&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot; | {{Bad|×0%}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Voidsight serum|Voidsight]]&lt;br /&gt;
| Condition&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;125&amp;quot; |{{Good|×125%}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Void monolith|Void touched]]&lt;br /&gt;
| Condition&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;200&amp;quot; |{{Good|×200%}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bioferrite]] equipment&lt;br /&gt;
| Apparel / Weapon&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;120%&amp;quot; | {{Good|×106 - 120%}} {{ref label|QualityBioferrite|QB}}&lt;br /&gt;
| -&lt;br /&gt;
| {{Good|+0.04}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity persona weapon 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|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 0% Sight provides {{+|50%}} sensitivity.&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&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;
:{{note|Bonding|E}} When psychically bonded to a pawn, {{+|10%}} to psychic sensitivity and {{+|8}} to neural heat limit while they are on the same map, otherwise {{+|5%}} and {{+|4}}.&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5× -&amp;gt; 0.66× -&amp;gt; 0.83× -&amp;gt; 1.00× -&amp;gt; 1.16× -&amp;gt; 1.32× -&amp;gt; 1.5×. Note that Normal quality is not 1.00×&lt;br /&gt;
:{{note|QualityBioferrite|QB}} Value scales with [[Quality]]. 1.06x -&amp;gt; 1.08x -&amp;gt; 1.1x -&amp;gt; 1.13x -&amp;gt; 1.15x -&amp;gt; 1.17x -&amp;gt; 1.20x. Note that Normal quality is not 1.00×&lt;br /&gt;
:{{note|Building|DR}} Each pump stacks additively, up to a maximum of 4 times.&lt;br /&gt;
:{{note|Ritual|P}} Despite Psychophagy stating that it consumes the psychic sensitivity of the target, neither the target nor invoker's sensitivity affect the result of the ritual, which is always a flat +50% bonus. The invoker's sensitivity does contribute to ritual quality, which increases the duration of the buff.&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=172155</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=172155"/>
		<updated>2025-11-21T18:58:29Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Artistic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&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;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} 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 gizmo 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 [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/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;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/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;
&lt;br /&gt;
Each pawn has one or more meditation 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;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;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;
[[{{Q|Anima tree|Image}}|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;
&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;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +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;
&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;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, 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 +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&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;
&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;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, 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 +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &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;
&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;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|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;
[[{{Q|Grave|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: Must have a '''non'''-Tribal childhood backstory. Must '''not''' have the [[Ascetic]] trait.{{Check Tag|Any other lockouts?|Traits page claims that multiple other traits (Jealous, for example) will remove this meditation type. Add info here or remove incorrect info there.}}&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;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is 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;
{| {{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;
! 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;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s 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;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s 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;
[[{{Q|Brazier|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Void ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Void fascination|Void Fascination]], [[Inhumanized]]&lt;br /&gt;
&lt;br /&gt;
Void meditation was added with the Anomaly DLC and is used by pawns who have either become inhumanized or have the Void Fascination trait.&lt;br /&gt;
&lt;br /&gt;
'''[[Void monolith]]:'''&lt;br /&gt;
[[{{Q|Void monolith|Image}}|64px|left|link=Void monolith]][[File: Void_Monolith_Awakened_Valid_Meditation_Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
The void monolith has a base Meditation Focus Strength of +30%. When the monolith is in it's &amp;quot;fallen monolith&amp;quot; state (3x3 as shown in the left image), a [[meditation spot]] placed with any part of the monolith within its radius will allow a pawn to use it as a focus object, however once the monolith is in its later stages (Awakened, 5x5) only the 3 squares directly in front of the monolith will allow the pawn to meditate with it as the focus object (see image on right). It appears that no other modifiers exist for the void monolith as they do for other foci.{{Check Tag|Fact Check Needed}} &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Harbinger tree]]:'''&lt;br /&gt;
[[{{Q|Harbinger tree|Image}}|64px|left|link=Harbinger tree]]&lt;br /&gt;
Harbinger trees have a base Meditation Focus Strength of +14%. It appears that no other modifiers exist for harbinger trees as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding platform]]:'''&lt;br /&gt;
[[{{Q|Holding platform|Image}}|64px|left|link=Holding platform]]&lt;br /&gt;
Holding platforms loaded with a captured [[Entities|entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. [[Holding spot|Holding spots]] work identically. Empty platforms/spots do not offer any meditation focus. It appears that no other modifiers exist for holding platforms as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Psychic ritual spot]]:'''&lt;br /&gt;
[[{{Q|Psychic ritual spot|Image}}|64px|left|link=Psychic ritual spot]]&lt;br /&gt;
Psychic ritual spots have a base Meditation Focus Strength of +8%. For each [[Void sculpture|void sculpture]] in range of the ritual spot, +2% meditation focus is added. This is independent of sculpture quality and stacks up to 6 sculptures. Similarly, for each [[Shard beacon|shard beacon]] in range of the ritual spot, a further +2% meditation focus is added. This can be staked up to 4 times. Neither the void sculpture nor the shard beacon need to be in range of the meditation spot for the bonus to be in affect, they only have to affect the ritual spot.&lt;br /&gt;
Therefore the maximum psyfocus strength to be acquired from a psychic ritual spot is +28% and requires the ritual spot to be surrounded by 6 void sculptures of any quality and 4 shard beacons. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&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;
[[{{Q|Meditation throne|Image}}|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%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&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;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' 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 give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=172153</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=172153"/>
		<updated>2025-11-21T10:10:17Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Summary */ maybe a little redundant, but the list should be complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&amp;amp;oldid=110606 see old])}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* Pawns with the Greedy, Jealous, or Abrasive traits are [[Titles#Conceited_pawns|Conceited]] and will have greater royal demands.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=When can they eat low-class food.}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. If [[Abrasive]] has been overridden by the [[Kind instinct]] gene{{BiotechIcon}} after they have a title they will still be conceited, but if they receive the gene before their first title then they will not be conceited even if the gene is removed later.{{Check Tag|Inc. post rank up?|Does this persist if they rank up without the gene?}}&lt;br /&gt;
&lt;br /&gt;
Starting at [[Acolyte]] and getting more severe with each rank, conceited nobles will refuse to do work of certain types, and will normally only eat certain types of food.{{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Conceited nobles have higher expectations then normal pawns, starting at [[Acolyte]] if their expectations would be lower they replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with moderate expectations. Each additional title they get makes their minimum expectations one higher up to royal expectations at [[Archon]] and above.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&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;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns their first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&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. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon 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 ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' 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;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. 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 novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and 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 liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. 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 (31 honor):''' The title of praetor is denotes{{Sic}} a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. 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;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained through honor without the use of mods, though it is possible to recruit a pawn that already has the title through arresting quest pawns or via [[Skip abduction]].&lt;br /&gt;
&lt;br /&gt;
*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus 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. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&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. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Any number of nobles can share a throne room, though they need individual thrones. Ways to remove a pawns [[sleep]] need, such as a [[Circadian half-cycler]], the [[Body mastery]] trait,{{AnomalyIcon}} or the [[Never sleep|Never sleep gene]],{{BiotechIcon}} do not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&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;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
The [[Nudist]] trait{{Check Tag|Precept?|Do the nudist precepts override this requirement as well?}} overrides the clothing requirement, and Ascetic pawns ignore it.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile towards you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
Note that some permits do not work in [[orbit]].{{OdysseyIcon}}{{Check Tag|How tell?|How does the game tell you this?}}&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;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! Works in&amp;lt;br&amp;gt;[[Orbit]]?{{OdysseyIcon}} !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 40  &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a one-way [[shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
|  60  &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' &lt;br /&gt;
| data-sort-value=6|Count&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| 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. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|{{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''' &lt;br /&gt;
|  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| 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.&amp;lt;br&amp;gt;Loses access to aerodrone strike&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{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''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 40 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' &lt;br /&gt;
| data-sort-value=4|Praetor &lt;br /&gt;
| 50 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' &lt;br /&gt;
| data-sort-value=6|Count/Countess&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] &lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 250 [[steel]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{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''' &lt;br /&gt;
| data-sort-value=5|Baron/Baroness &lt;br /&gt;
| 45 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call for a drop of 5 [[glitterworld medicine]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{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'''  &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call for a drop of 500 [[silver]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 20 [[packaged survival meal]]s.&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{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 an [[Orbital bombardment targeter]]&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. &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:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.&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 Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue a &amp;quot;decree&amp;quot; quest as part of a mental break, or at random if conceited{{Check Tag|Verify}}. Decrees demand things such as producing, harvesting, or killing some number of a certain thing, or constructing a monument. The quest gives no reward except for a positive moodlet of +6 &amp;quot;Decree satisfied&amp;quot; for 15 days to the noble when fulfilled. If the quest's deadline is not met, the noble who issued it gets a negative &amp;quot;Decree ignored&amp;quot; moodlet starting at -5 and increasing linearly to -15 over the course of 15 days. A noble can issue more decrees before the current one is fulfilled, though only the oldest &amp;quot;Decree ignored&amp;quot; applies at a time.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.  Decrees are also forgotten after 80 days if unfulfilled.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions 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_pawns|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 &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, 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]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, 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]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  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 &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, 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]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&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;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''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;Piano suffices, All braziers must be lit, 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]],  [[Mechlord 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]], [[Mechlord suit]].&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;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''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, 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]],  [[Mechlord 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]], [[Mechlord suit]].&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;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 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;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 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;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&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;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&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|'''Archon 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|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&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. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. 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;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social_Impact&amp;diff=172152</id>
		<title>Social Impact</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social_Impact&amp;diff=172152"/>
		<updated>2025-11-21T10:02:25Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Effects on Title speech  needed}}{{Verified|1.2.2900}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.2&lt;br /&gt;
| to string style = PercentTwo&lt;br /&gt;
| description = A multiplier on how much other people are affected by this person's social interactions.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* It affects the [[Social|opinion]] bonuses and maluses pawn interactions can create. {{Check Tag|Need details|What does this actually mean? The odds of a positive random interaction occurring instead of a negative one? The odds of one occurring at all, and it being positive?}}&lt;br /&gt;
* It affects the quality of the [[Titles#Speeches|Throne Speech]] ritual available to [[noble]]s of [[Praetor]] rank or higher.{{RoyaltyIcon}}&lt;br /&gt;
* It affects the quality of the ideoligious [[Roles#Leader|leader's]] [[Roles#Leader_speech|Leader Speech]] ritual.{{IdeologyIcon}}&lt;br /&gt;
* It affects the quality of the ideoligious [[Roles#Moral_guide|moral guide's]] [[Roles#Conversion_ritual|Conversion Ritual]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
* It does '''NOT''' directly affect [[trade]] prices, as that is instead dependent on [[Trade Price Improvement]].&lt;br /&gt;
* It does '''NOT''' directly affect [[prisoner]] recruitment (beyond slightly hastening how quickly the prisoners like the warden), as that is dependent on [[Negotiation Ability]].&lt;br /&gt;
* It does '''NOT''' directly affect [[Events#Peace_talks|peace talks]], as those are dependent on [[Negotiation Ability]].&lt;br /&gt;
* It does '''NOT''' directly affect the ideoligious [[Roles#Moral_guide|moral guide's]] [[Roles#Convert|Convert]] ability, as that is dependent on [[Conversion Power]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A pawn with a high social impact will probably also score high in the other stats, as all four stats factor in a pawn's [[Skills#Social|Social]] skill, [[Talking]] and [[Hearing]] capabilities. However, when looking for the best pawn to perform a given task it is best to check the relevant stat specifically, as there are some factors which only affect a single stat. For example, a [[top hat]] will not help with trade prices.&lt;br /&gt;
&lt;br /&gt;
Protective gear can be swapped for social gear before a ritual to improve the likelihood of a good outcome.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base factors ===&lt;br /&gt;
* [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.82|82%]] plus [[Skill Bonus Factor::0.0275|2.75%]] per skill level.&lt;br /&gt;
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]]&lt;br /&gt;
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]]&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
*Equipment:&lt;br /&gt;
**[[Bowler hat]]: {{+|15%}}&lt;br /&gt;
**[[Cowboy hat]]: {{+|10%}}&lt;br /&gt;
**[[Tribal headdress]]: {{+|15%}}&lt;br /&gt;
**[[Hood]]: {{+|20%}}&lt;br /&gt;
**[[Beret]] {{RoyaltyIcon}}: {{+|10%}}&lt;br /&gt;
**[[Coronet]] {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
**[[Crown]] {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
**[[Ladies hat]] {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
**[[Top hat]] {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
**[[Stellic crown]] {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
&lt;br /&gt;
{{Stat Factors Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Renamed from '''Social Chat Impact''' to '''Social Impact'''.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=172134</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=172134"/>
		<updated>2025-11-20T20:56:27Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Psychics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Thought templates}}&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, affects 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).&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;
== Work Required ==&lt;br /&gt;
The work required to create a xenogerm is determined by its [[File:Complexity.png|20px|Complexity]]. First, a base value is obtained from the post-process curve with the points:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 3)&lt;br /&gt;
* (4, 5)&lt;br /&gt;
* (8, 8)&lt;br /&gt;
* (12, 12)&lt;br /&gt;
* (16, 17)&lt;br /&gt;
* (20, 23)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=3,5,8,12,17,23|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
This value is then multiplied by 2500 to obtain the final number.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 7500)&lt;br /&gt;
* (4, 12500)&lt;br /&gt;
* (8, 20000)&lt;br /&gt;
* (12, 30000)&lt;br /&gt;
* (16, 42500)&lt;br /&gt;
* (20, 57500)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=7500,12500,20000,30000,42500,57500|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
The actual time required is inversely proportional with the [[research speed]] of whoever operates the gene assembler. At 100% research speed, it takes between {{ticks|7500}} (for 0 complexity) to {{ticks|57500}} (for complexity 20 and above).&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;
* Prevents [[Injury#Scarring|scars]] on all non-destroyed body parts. &lt;br /&gt;
* Heals 1 scar, permanent injury, or [[Ailments#Chronic|chronic condition]] ([[Alzheimer's]], [[asthma]], [[bad back]], [[cataract]]s, [[carcinoma]], [[dementia]], [[frail]], [[hearing loss]], [[blindness]], and [[organ decay]]) every 15-30 days, akin to (and alongside) [[luciferium]] including scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 casting 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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]], [[lung rot]], [[gut worms]], [[muscle parasites]], and [[organ decay]]. This includes 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 [[Ailments#Chronic|chronic conditions]] ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Bad back]], [[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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 either a regenerative coma or involuntary deathrest.&lt;br /&gt;
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. [[Hemogen]] is unaffected.&lt;br /&gt;
** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After fatal conditions are removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Entering the regeneration coma or 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Breathless&amp;quot;&lt;br /&gt;
! Breathless{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_Breathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can store concentrated oxygen in their bodies. Their cells consume much less oxygen, meaning they rarely need to breathe. These adaptations make them immune to the harmful effects of space, as well as environmental toxins, tox gas, acidic smog, and rot stink.''&lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum&lt;br /&gt;
* Immune to toxic environments, including toxic gas, acidic smog, and rot stink.&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| &lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
VacuumResistance&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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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.'' &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. 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. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Range: 8.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&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;
&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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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. At 40-80% [[tend quality]]&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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 human target. Target must not have the Bloodfeeder gene. 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
**Implanting new xenogerm, even with deathrest gene will reset pawn's deathrest capacity. &lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 {{Good|×50%}} [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and {{+|10%}} [[psychic sensitivity]] when on same map or in the same [[caravan]].&lt;br /&gt;
:* Bonded pawns receive {{--|10}} [[mood]], {{+|5%}} [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map or when one pawn is in a biosculpter pod{{IdeologyIcon}}.&lt;br /&gt;
:* Bonded pawns have {{Good|+50}} [[opinion]] of each other.&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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Webbed phalanges&amp;quot;&lt;br /&gt;
! Webbed phalanges&amp;lt;br&amp;gt;[[File:Gene_WebbedPhalanges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have webbed fingers and toes, allowing them to move faster in water. Webbed fingers slightly reduce fine motor control.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|-5%}}&lt;br /&gt;
* [[Environment#Naturally generated surfaces|Water tiles]] no longer hinder movement for this pawn. &lt;br /&gt;
** Mechanically, any terrain with the '''water''' tag will be treated as having a movement speed of 100% for pawns with this gene.&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;
== 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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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%}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered &amp;quot;near fire&amp;quot; and the following happens:&lt;br /&gt;
** {{--|10}} ''Afraid of fire'' [[mood]]let&lt;br /&gt;
** 0.1 day mtb chance of &amp;quot;Fire terror&amp;quot; mental break that cause &amp;quot;panic-fleeing fire&amp;quot; mental state, ends when not &amp;quot;near fire&amp;quot; for {{Ticks|500}}&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are still affected by pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum resistant&amp;quot;&lt;br /&gt;
! Vacuum resistant&amp;lt;br&amp;gt;{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_VacuumResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have skin that releases a waxy substance when air pressure is low, preventing vacuum burns and allowing them to survive longer when exposed to vacuum.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum burns&lt;br /&gt;
* [[Vacuum resistance]]: {{Good|+45%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| VacuumResistance&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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} 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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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 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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 and they travel without animals, they don't need to [[Caravan#Caravan schedule|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;
* Suppresses [[Tough]] trait&lt;br /&gt;
&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
* {{Good|x75%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
* Suppresses [[Masochist]] and [[Brawler]] traits&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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|x2}} &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|x0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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 cords.''&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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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 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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
* {{IdeologyIcon}}Removes opinion: Uncovered (body part): -10 of any other pawns&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
|- id=&amp;quot;Indoor dweller&amp;quot;&lt;br /&gt;
! Indoor dweller&amp;lt;br&amp;gt;[[File:Gene_CaveDweller.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have no need for the outdoors and will never feel cooped up no matter how long they stay inside.'' &lt;br /&gt;
----&lt;br /&gt;
* Disables need: [[Outdoors]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}} {{Clear}} {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low gravity adapted&amp;quot;&lt;br /&gt;
! Low gravity adapted {{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_LowGravityAdapted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move and work more easily in low-gravity environments. However They're slower and less efficient when planetside.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}} (planetside)&lt;br /&gt;
* [[Global work speed]] {{--|10%}} (planetside)&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}} (in space)&lt;br /&gt;
* [[Global work speed]] {{+|10%}} (in space)&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
== 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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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 strong or poor aptitude gene, passion from great aptitude gene is added anyway.&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;
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}} &amp;lt;!-- true for psychite at least --&amp;gt;&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;
! [[File:Baseliner.png|20px|link=Xenotypes]]&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 Alcohol: -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 Smokeleaf: -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 Psychite: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based 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 Go-juice 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 Wake-up eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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]].&lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&amp;lt;!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--&amp;gt;&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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&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;
| | {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&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;
|}&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&amp;lt;br&amp;gt;[[File:Skills PassionDrop Loop.gif|64px]]&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;
* 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. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&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. Reduced volume and frequency of yttakin sounds.&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/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.&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;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
** Fix: Fire spew can shoot through walls.&lt;br /&gt;
** Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
** Fix: Fire spew ability can't target walls.&lt;br /&gt;
** Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added 2 new genes: [[#Indoor dweller|Indoor dweller]] and [[#Webbed phalanges|webbed phalanges]]. The former is added to dirtmoles, resulting in complexity increasing from 9 -&amp;gt; 10, Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made the [[breathless]] gene suppress the normal [[vacuum resistant]] gene, removing its metabolic impact.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Rebalanced the starjack xenotype, added the [[Low gravity adapted]] gene. Removed [[Awful plants]], replaced [[Poor melee]] with [[Awful melee]] and replaced [[Cold tolerant]] with [[Cold super-tolerant]]. Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%. [[Breathless]] and [[Vacuum resistant]] now grants  [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=172114</id>
		<title>AI Storytellers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=172114"/>
		<updated>2025-11-19T15:40:11Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Biotech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{AI_Storytellers_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The '''AI storyteller''' is the main mechanism used to determine game difficulty and play style. There are currently three presets for narrative settings. Each preset features different raid frequencies and an eponymous cartoon mascot. The player must choose either '''Cassandra Classic, Phoebe Chillax, or Randy Random''' to act as their &amp;quot;unseeable God.&amp;quot; They will periodically&lt;br /&gt;
create [[events]] for your colony, including pirate raids, resource drops, or [[manhunter]] animal packs. &lt;br /&gt;
The AI Storyteller does not have an in-game body, location, or manifestation; it is just a name given to describe game settings.&lt;br /&gt;
&lt;br /&gt;
Your choice of storyteller sets the tone for your colony - a more benevolent storyteller like Phoebe will send trade caravans or helpful travelers after hitting your colony hard with a tough raid.&lt;br /&gt;
&lt;br /&gt;
The frequency and type of storyteller events are based on a number of factors. Colony wealth, building wealth, colonists count, animal count, if a colonist has died or been severely wounded recently, and how long it has been since the last major event are all considered before a storyteller event occurs. &lt;br /&gt;
&lt;br /&gt;
The difficulty is adjusted separately from the storyteller, however, some storytellers are less merciful than others. Both difficulty and storyteller are changeable mid-game from the Settings Menu, with no downside or penalty.&lt;br /&gt;
&lt;br /&gt;
== Current AI storytellers == &lt;br /&gt;
[[File:Cassandra.png|left|175px|link=Cassandra_Classic]]&amp;lt;big&amp;gt;'''[[Cassandra Classic]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Cassandra creates story events on a classic increasing curve of challenge and tension.&amp;lt;br/&amp;gt;She'll push you with dangerous events, then give breathing room, then come back to push once more.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Phoebe.png|left|175px|link=Phoebe_Chillax]]&amp;lt;big&amp;gt;'''[[Phoebe Chillax]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Phoebe gives lots of time between disasters to build your colony.&amp;lt;br/&amp;gt;But beware - at high difficulties, she'll hit as hard as anyone.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Randy.png|left|175px|link=Randy_Random]]&amp;lt;big&amp;gt;'''[[Randy Random]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Randy doesn't follow rules.&amp;lt;br/&amp;gt;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.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Warning: Since Randy is truly random, he will sometimes send extremely difficult or unfair groups of events at you.&amp;lt;br/&amp;gt;It makes for high drama - and unavoidable sacrifices.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Difficulties ==&lt;br /&gt;
There are 6 default difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Difficulty !! In-game description&lt;br /&gt;
|- id=&amp;quot;Peaceful&amp;quot;&lt;br /&gt;
! Peaceful &lt;br /&gt;
| Build a community in a sandbox environment. Major direct threats are disabled, but challenges like disease, mental breaks, and mad animals can still occur. &lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who want to learn the game mechanics with minimal pressure.&lt;br /&gt;
* Players who just want to build.&lt;br /&gt;
* Players who just want to relax.&lt;br /&gt;
|- id=&amp;quot;Community builder&amp;quot;&lt;br /&gt;
! Community builder &lt;br /&gt;
| Build a community with a taste of danger. Threats appear, but they're weakened.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who are new to this kind of game.&lt;br /&gt;
* Players who want to build a perfect colony.&lt;br /&gt;
* Players who want to relax.&lt;br /&gt;
|- id=&amp;quot;Adventure story&amp;quot;&lt;br /&gt;
! Adventure story &lt;br /&gt;
| There's room to grow and thrive, but it's still a dangerous planet.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced strategy gamers on their first game of RimWorld.&lt;br /&gt;
* Experienced RimWorld players who want some breathing room to pursue funny or weird goals.&lt;br /&gt;
|- id=&amp;quot;Strive to survive&amp;quot;&lt;br /&gt;
! Strive to survive &lt;br /&gt;
| Strive to survive on a rough, tough planet. There will be triumph and tragedy.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want a rough story requiring skill to survive.&lt;br /&gt;
|- id=&amp;quot;Blood and dust&amp;quot;&lt;br /&gt;
! Blood and dust &lt;br /&gt;
| Face brutal survival challenges. Even if you play well, people will die. You will need to anticipate threats before they arrive, and seek out every advantage.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to struggle to survive.&lt;br /&gt;
|- id=&amp;quot;Losing is fun&amp;quot;&lt;br /&gt;
! Losing is fun &lt;br /&gt;
| This setting is designed to be unfair. Huge threats will crash upon you without mercy until your colony dies. Only choose this setting if you are happy with the drama of struggling and dying.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to face a brutal, unfair challenge where even great skill may not prevent death.&lt;br /&gt;
* Lovers of tragedy.&lt;br /&gt;
* Digital masochists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each difficulty works by changing the values of each setting, displayed down below. Using the Custom difficulty will allow you to change each setting yourself. The default values are based on the &amp;quot;Strive to survive&amp;quot; difficulty level, where most values are at 1.0, or 100%. When creating a custom difficulty, you can use the &amp;quot;Set to Standard Playstyle&amp;quot; button to change the values to one of the 6 default difficulties.&lt;br /&gt;
&lt;br /&gt;
=== Commitment mode=== &lt;br /&gt;
When creating a game, the player must choose between &amp;quot;Commitment&amp;quot; and &amp;quot;Reload anytime&amp;quot; mode. Unlike storyteller and difficulty, '''this cannot be changed after game creation'''. If desired, you can disable (or enable) commitment mode by [[Permadeath save conversion guide|editing the save file]].&lt;br /&gt;
&lt;br /&gt;
With reload anytime, you can save and reload the game as you wish. Good if you're still learning the game, if you intend to self-enforce commitment mode, or if you want to have a more relaxed experience. RimWorld is a single player game - nobody will judge you for playing with saves.&lt;br /&gt;
&lt;br /&gt;
In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes. When the entire colony dies, but ''only'' when the entire colony dies, [[Endings#Colony End|that's it]]. This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact. (Note: this can be dangerous if you use lots of mods - if something soft-locks, you cannot go back to an earlier save to avoid the situation!)&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Threats ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust || style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Threat scale&amp;quot;&lt;br /&gt;
! Threat scale          &lt;br /&gt;
| Adjust the size of threats like raids (using [[raid points]]) and infestations, and the difficulty of quests. || 0% - 500% || 10% || 30% || 60% || 100% || 155% || 220%&lt;br /&gt;
|- id=&amp;quot;Major threats&amp;quot;&lt;br /&gt;
! Major threats         &lt;br /&gt;
| Allow major threats such as [[raids]], [[infestation]]s, manhunter packs, crashed mechanoid ships and more.|| Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Quests threats&amp;quot;&lt;br /&gt;
! Quests threats        &lt;br /&gt;
| Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Introthreats&amp;quot;&lt;br /&gt;
! Intro threats         &lt;br /&gt;
| Enable the fixed intro threats that appear near game start. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Predators hunt humans &amp;quot;&lt;br /&gt;
! Predators hunt humans &lt;br /&gt;
| Allow wild predators to hunt humans. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Extreme weather&amp;quot;&lt;br /&gt;
! Extreme weather       &lt;br /&gt;
| Allow extreme weather incidents such as [[Events#Toxic Fallout|toxic fallout]], [[Events#Volcanic Winter|volcanic winters]] and [[Events#Flashstorm|flashstorms]]. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Harvest yield&amp;quot;&lt;br /&gt;
! Harvest yield              &lt;br /&gt;
| Adjust the amount of materials produced when harvesting [[plants]] and crops. This includes harvesting plants and cutting [[trees]]. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield               &lt;br /&gt;
| Adjust the amount of materials produced when mining. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Butchering yield&amp;quot;&lt;br /&gt;
! Butchering yield           &lt;br /&gt;
| Adjust the amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500% || 100% || 100% || 100% || 100% || 90% || 80%&lt;br /&gt;
|- id=&amp;quot;Research speed&amp;quot;&lt;br /&gt;
! Research speed             &lt;br /&gt;
| Adjust the speed of research. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 90%&lt;br /&gt;
|- id=&amp;quot;Quest rewards&amp;quot;&lt;br /&gt;
! Quest rewards              &lt;br /&gt;
| Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Raid loot&amp;quot;&lt;br /&gt;
! Raid loot                  &lt;br /&gt;
| Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Trade price disadvantage&amp;quot;&lt;br /&gt;
! Trade price disadvantage   &lt;br /&gt;
| When trading, buy prices are increased by this amount while sell prices are reduced by this amount. || 0% - 50% || 0% || 0% || 0% || 0% || 10% || 20%&lt;br /&gt;
|- id=&amp;quot;Turret rearm cost&amp;quot;&lt;br /&gt;
! Turret rearm cost          &lt;br /&gt;
| Adjust the cost of rearming turrets. || 1% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Scaria rot chance&amp;quot;&lt;br /&gt;
! Scaria rot chance          &lt;br /&gt;
| The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. || 0% - 100% || 0% || 0% || 33% || 60% || 74% || 82%&lt;br /&gt;
|- id=&amp;quot;Enemy death on downed&amp;quot;&lt;br /&gt;
! Enemy death on downed      &lt;br /&gt;
| Adjust the [[Downed#Death on down|extra chance]] that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. || 0% - 100% || 50% || 90% || 100% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Colonist mood&amp;quot;&lt;br /&gt;
! Colonist mood                  &lt;br /&gt;
| A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. || -20 - +20 || +10 || +10 || +5 || +0 || -5 || -10&lt;br /&gt;
|- id=&amp;quot;Food poison chance&amp;quot;&lt;br /&gt;
! Food poison chance             &lt;br /&gt;
| Adjust the chance that a person will get [[food poisoning]] from eating a potentially-poisoned meal. || 0% - 500% || 30% || 50% || 75% || 100% || 110% || 120%&lt;br /&gt;
|- id=&amp;quot;Animal revenge chance&amp;quot;&lt;br /&gt;
! Animal revenge chance          &lt;br /&gt;
| Adjust the chance that injuring a wild animal will cause it to attack. || 0% - 500% || 25% || 100% || 100% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Infection chance&amp;quot;&lt;br /&gt;
! Infection chance               &lt;br /&gt;
| Adjust the chance that a wound will become [[Infection|infected]]. || 0% - 500% || 30% || 50% || 75% || 100% || 100% || 110%&lt;br /&gt;
|- id=&amp;quot;Disease frequency&amp;quot;&lt;br /&gt;
! Disease frequency              &lt;br /&gt;
| Adjust the frequency of random [[disease]] events. || 0% - 500% || 33% || 40% || 67% || 100% || 105% || 111%&lt;br /&gt;
|- id=&amp;quot;Insect spawning rate&amp;quot;&lt;br /&gt;
! Insect spawning rate           &lt;br /&gt;
| Adjust the rate at which existing insect [[hive]]s spawn new [[insects]]. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. || 0% - 500% || 10% || 15% || 50% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Deep drilling infestations&amp;quot;&lt;br /&gt;
! Deep drilling infestations     &lt;br /&gt;
| Adjust the chance that [[deep drill]]ing will trigger an [[infestation]]. || 0% - 500% || 0% || 25% || 75% || 100% || 110% || 130%&lt;br /&gt;
|- id=&amp;quot;Friendly fire&amp;quot;&lt;br /&gt;
! Friendly fire                  &lt;br /&gt;
| Adjust the chance of [[friendly fire]]. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 40%&lt;br /&gt;
|- id=&amp;quot;Colonist instant kills&amp;quot;&lt;br /&gt;
! Colonist instant kills         &lt;br /&gt;
| Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Map generation ancient threats&amp;quot;&lt;br /&gt;
! Map generation ancient threats &lt;br /&gt;
| [[Ancient shrine|Ancient structures]] may contain [[mechanoids|dangerous]] [[insectoids|threats]]. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Map generation natural hives&amp;quot;&lt;br /&gt;
! Map generation natural hives   &lt;br /&gt;
| Dormant insect [[hive]]s may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player tools ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Player can build spike traps&amp;quot;&lt;br /&gt;
! Player can build spike traps &lt;br /&gt;
| Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build turrets&amp;quot;&lt;br /&gt;
! Player can build turrets &lt;br /&gt;
| Player can build static turrets like [[mini-turret]]s, [[autocannon turret]]s, and [[uranium slug turret]]s. You can still use captured turrets even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build mortars&amp;quot;&lt;br /&gt;
! Player can build mortars &lt;br /&gt;
| Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Classic mortars&amp;quot;&lt;br /&gt;
! Classic mortars &lt;br /&gt;
| Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access.&lt;br /&gt;
With &amp;quot;Classic Mortars&amp;quot;, mortars are as they were before 1.3. Namely:&lt;br /&gt;
* The barrel need not be changed every 20 shots.&lt;br /&gt;
* Reinforced barrels are removed from the recipe and game.&lt;br /&gt;
* Forced miss radius increased from 9 to 13.&lt;br /&gt;
* [[Steel]] cost of all mortar shells increased by 10.&lt;br /&gt;
Note that the [[Mortar Miss Radius Multiplier]] still applies with this setting applied.&lt;br /&gt;
| Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adaptation ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Adaptation growth rate&amp;quot;&lt;br /&gt;
! Adaptation growth rate &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. || 0% - 100% || 0% || 25% || 75% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Adaptation impact&amp;quot;&lt;br /&gt;
! Adaptation impact  &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. || 0% - 100% || 100% || 100% || 100% || 90% || 70% || 40%&lt;br /&gt;
|- id=&amp;quot;Wealth-independent progress mode&amp;quot;&lt;br /&gt;
! Wealth-independent progress mode &lt;br /&gt;
| Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Years until maximum threat&amp;quot;&lt;br /&gt;
! Years until maximum threat &lt;br /&gt;
| The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. || 1 - 20 || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Low pop conversion boost&amp;quot;&lt;br /&gt;
! Low pop conversion boost &lt;br /&gt;
| With a single colonist of the player's starting [[ideoligion]], conversion chance to their ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount. With two colonists of the player's starting ideoligion, the effect is halved. With three or more colonists of the player's starting ideoligion, this has no effect. || x100% - x500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 300%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biotech ===&lt;br /&gt;
{{Biotech|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Wastepack cocoon infestation&amp;quot;&lt;br /&gt;
! Wastepack cocoon infestation&lt;br /&gt;
| Adjust the chance that a dissolved wastepack will trigger the arrival of insect cocoons. || 0% - 500% || 0% || 25% || 50% || 100% || 150% || 200%&lt;br /&gt;
|- id=&amp;quot;Babies always healthy&amp;quot;&lt;br /&gt;
! Babies always healthy&lt;br /&gt;
| Human babies are always born healthy.&amp;lt;br&amp;gt;Mothers can't die in childbirth or have miscarriages. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Disable children&amp;quot;&lt;br /&gt;
! Disable children&lt;br /&gt;
| Humans can't become pregnant. Human babies and children will never appear unless you choose them as starting colonist. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child enemies&amp;quot;&lt;br /&gt;
! Child enemies&lt;br /&gt;
| Hostile raids will sometimes include children. Disabling child enemies will not stop pregnant raiders from spawning. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child aging rate&amp;quot;&lt;br /&gt;
! Child aging rate&lt;br /&gt;
| Adjust the rate at which babies and children will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 400%&lt;br /&gt;
|- id=&amp;quot;Adult aging rate&amp;quot;&lt;br /&gt;
! Adult aging rate&lt;br /&gt;
| Adjust the rate at which adults will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These settings determine if the [[Void monolith]] spawns and how [[Anomaly]] threats are treated by the Storyteller.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- id=&amp;quot;Monolith setting&amp;quot;&lt;br /&gt;
! Monolith setting !! In-game description&lt;br /&gt;
|- id=&amp;quot;Standard with monolith&amp;quot;&lt;br /&gt;
! Standard with monolith&lt;br /&gt;
| The standard Anomaly experience. Anomaly threats are linked to the activation of the void monolith. &lt;br /&gt;
|- id=&amp;quot;Ambient horror&amp;quot;&lt;br /&gt;
! Ambient horror&lt;br /&gt;
| The monolith does not appear. Any Anomaly threat can occur, but Anomaly threats will be rare by default. Good if you want to interact with Anomaly expansion content without it being the focus. Note: The monolith endgame cannot occur in this mode.&lt;br /&gt;
|- id=&amp;quot;Anomaly incidents disabled&amp;quot;&lt;br /&gt;
! Anomaly incidents disabled&lt;br /&gt;
| Anomaly threats do not occur. Good if you don't want to interact with most Anomaly expansion content.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Standard with monolith options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats inactive&amp;quot;&lt;br /&gt;
! Anomaly threats inactive&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is not active. Only certain minor Anomaly incidents can occur when the monolith is inactive. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Anomaly threats active&amp;quot;&lt;br /&gt;
! Anomaly threats active&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is active. The percentage of major threats that are Anomaly related when the monolith is at levels 2, 3, and 4 is this setting multiplied by 1.5x || 0%-100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ambient horror options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats&amp;quot;&lt;br /&gt;
! Anomaly threats&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical info ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== New colonist events ===&lt;br /&gt;
The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include &amp;quot;[[Events#Refugee Chased at .28Settlement.29|refugee chased]]&amp;quot;, &amp;quot;[[Events#Transport pod crash|transport pod crash]]&amp;quot;, &amp;quot;[[Events#Wanderer joins|wanderer joins]]&amp;quot; and &amp;quot;[[Events#Wild .28wo.29man wanders in|wild (human) wanders in]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. &amp;lt;!-- This is the URL of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --&amp;gt; To summarize these findings: There is a new variable, &amp;quot;PopulationIntent,&amp;quot; which replaces the old variables &amp;quot;desiredPopulationMin,&amp;quot; &amp;quot;desiredPopulationMax&amp;quot; and &amp;quot;desiredPopulationCritical.&amp;quot; It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;font-size:13px&amp;quot;;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''PopulationIntent (from StorytellerDef):&amp;lt;br&amp;gt;&lt;br /&gt;
  populationIntentFactorFromPopCurve x populationIntentFactorFromPopAdaptDaysCurve'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''minIncChancePopulationIntentFactor&amp;lt;br&amp;gt;&lt;br /&gt;
  Default = 0.05 (from C#)&amp;lt;br&amp;gt;&lt;br /&gt;
  Randy   = 0.20 (from StorytellerDef)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFactor_PopulationIntent (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  None           = 1&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseHard   = Max(0.4 + PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseMedium = Max(PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseEasy   = Max(-0.4 + PopulationIntent, minIncChancePopulationIntentFactor)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFinal (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  baseChance (from IncidentDef) x IncidentChanceFactor_PopulationIntent''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Example Event: Wanderer Join (baseChance = 0.4, populationEffect = IncreaseEasy)'''&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 5 Population (PopulationIntent = 1.0)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - They are the same, because of the high PopulationIntent.&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 20+ Population (PopulationIntent = -1.0):''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - Here, the low PopulationIntent allows Randy's higher minIncChancePopulationIntentFactor to take effect.&lt;br /&gt;
&lt;br /&gt;
So, there doesn't appear to be a hard cap on any of the storytellers anymore. However, some events can become much rarer at high populations (0.02% chance of a wanderer join, 0.08% if using Randy @ 20+ population). Also, for purposes of population calculation, it searches the entire map for pawns of that colony (ie: includes caravans, etc), and it also includes prisoners of that colony (each prisoner counts as half a colonist).&lt;br /&gt;
&lt;br /&gt;
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for.&lt;br /&gt;
&lt;br /&gt;
Also, you can check the table for the PopulationIntent from the &amp;quot;debug logging menu&amp;quot; while in dev mode. Search for the population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations &amp;gt; 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml:&lt;br /&gt;
&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;0,  8.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1,  2.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5,  1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9,  0.4&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;12, 0.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;20,-1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;/populationIntentFactorFromPopCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;( 0, 0)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(10, 1.00)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
     ''&amp;lt;/populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further investigation and updates are needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The &amp;quot;Losing is fun&amp;quot; difficulty is a reference to the game ''Dwarf Fortress'', which also happens to be that game's tagline. More specifically, it refers to ''Dwarf Fortress'' lacking a definite ending, as the game will end with the player losing no matter how skilled they are.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.254B|0.0.254B]] - Added Chill Callie Classic [[storyteller]]. Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.&lt;br /&gt;
* [[Version/0.1.334|00.1.334]] - Kassandra renamed to Cleopatra.&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Storytellers now focus on wealth and let you recover from serious damage.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Storytellers no longer entirely disallow events because of population. Randy’s event chances are affected by population (somewhat). Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Permadeath mode added -  One save file, save on quit or autosave only. &lt;br /&gt;
* The names of the difficulty levels were changed from 1.0 to:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Builder&lt;br /&gt;
** Medium&lt;br /&gt;
** Rough&lt;br /&gt;
** Savage&lt;br /&gt;
** Merciless&lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fix: Storyteller incorrectly adjusts trader frequency in relation to ally count.&lt;br /&gt;
* [[Version/0.14.1238|0.14.1238]] - Phoebe’s random incidents density reduced. Previously the same as Cassandra’s, which conflicted with Phoebe supposedly giving more breathing space between events.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Reduced event density on Randy Random from 1.5x that of Cassandra to about the same as Cassandra. The combination and distribution of events is still very different from Cassandra. [[Toxic fallout]], [[flashstorm]] and [[volcanic winter]] are now disabled in Free Play difficulty.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - they have changed again to the following:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Community builder&lt;br /&gt;
** Adventure story&lt;br /&gt;
** Strive to survive&lt;br /&gt;
** The price of survival is blood&lt;br /&gt;
** Losing is fun&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - &amp;quot;The price of survival is blood&amp;quot; was changed to Blood and Dust.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Custom playstyle system added. You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Rename &amp;quot;fixed wealth&amp;quot; mode to &amp;quot;wealth-independent&amp;quot; mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Turret ammo cost is no longer factored by difficulty.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Renamed &amp;quot;child raiders&amp;quot; storyteller setting to &amp;quot;child enemies&amp;quot; to be more accurate. Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game. Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=172112</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=172112"/>
		<updated>2025-11-19T11:51:23Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Archite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Thought templates}}&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, affects 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).&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;
== Work Required ==&lt;br /&gt;
The work required to create a xenogerm is determined by its [[File:Complexity.png|20px|Complexity]]. First, a base value is obtained from the post-process curve with the points:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 3)&lt;br /&gt;
* (4, 5)&lt;br /&gt;
* (8, 8)&lt;br /&gt;
* (12, 12)&lt;br /&gt;
* (16, 17)&lt;br /&gt;
* (20, 23)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=3,5,8,12,17,23|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
This value is then multiplied by 2500 to obtain the final number.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 7500)&lt;br /&gt;
* (4, 12500)&lt;br /&gt;
* (8, 20000)&lt;br /&gt;
* (12, 30000)&lt;br /&gt;
* (16, 42500)&lt;br /&gt;
* (20, 57500)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=7500,12500,20000,30000,42500,57500|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
The actual time required is inversely proportional with the [[research speed]] of whoever operates the gene assembler. At 100% research speed, it takes between {{ticks|7500}} (for 0 complexity) to {{ticks|57500}} (for complexity 20 and above).&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;
* Prevents [[Injury#Scarring|scars]] on all non-destroyed body parts. &lt;br /&gt;
* Heals 1 scar, permanent injury, or [[Ailments#Chronic|chronic condition]] ([[Alzheimer's]], [[asthma]], [[bad back]], [[cataract]]s, [[carcinoma]], [[dementia]], [[frail]], [[hearing loss]], [[blindness]], and [[organ decay]]) every 15-30 days, akin to (and alongside) [[luciferium]] including scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 casting 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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]], [[lung rot]], [[gut worms]], [[muscle parasites]], and [[organ decay]]. This includes 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 [[Ailments#Chronic|chronic conditions]] ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Bad back]], [[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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 either a regenerative coma or involuntary deathrest.&lt;br /&gt;
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. [[Hemogen]] is unaffected.&lt;br /&gt;
** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After fatal conditions are removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Entering the regeneration coma or 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Breathless&amp;quot;&lt;br /&gt;
! Breathless{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_Breathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can store concentrated oxygen in their bodies. Their cells consume much less oxygen, meaning they rarely need to breathe. These adaptations make them immune to the harmful effects of space, as well as environmental toxins, tox gas, acidic smog, and rot stink.''&lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum&lt;br /&gt;
* Immune to toxic environments, including toxic gas, acidic smog, and rot stink.&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| &lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
VacuumResistance&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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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.'' &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. 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. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Range: 8.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&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;
&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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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. At 40-80% [[tend quality]]&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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 human target. Target must not have the Bloodfeeder gene. 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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
**Implanting new xenogerm, even with deathrest gene will reset pawn's deathrest capacity. &lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 {{Good|×50%}} [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and {{+|10%}} [[psychic sensitivity]] when on same map or in the same [[caravan]].&lt;br /&gt;
:* Bonded pawns receive {{--|10}} [[mood]], {{+|5%}} [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map or when one pawn is in a biosculpter pod. {{IdeologyIcon}}&lt;br /&gt;
:* Bonded pawns have {{Good|+50}} [[opinion]] of each other.&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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Webbed phalanges&amp;quot;&lt;br /&gt;
! Webbed phalanges&amp;lt;br&amp;gt;[[File:Gene_WebbedPhalanges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have webbed fingers and toes, allowing them to move faster in water. Webbed fingers slightly reduce fine motor control.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|-5%}}&lt;br /&gt;
* [[Environment#Naturally generated surfaces|Water tiles]] no longer hinder movement for this pawn. &lt;br /&gt;
** Mechanically, any terrain with the '''water''' tag will be treated as having a movement speed of 100% for pawns with this gene.&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;
== 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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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%}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered &amp;quot;near fire&amp;quot; and the following happens:&lt;br /&gt;
** {{--|10}} ''Afraid of fire'' [[mood]]let&lt;br /&gt;
** 0.1 day mtb chance of &amp;quot;Fire terror&amp;quot; mental break that cause &amp;quot;panic-fleeing fire&amp;quot; mental state, ends when not &amp;quot;near fire&amp;quot; for {{Ticks|500}}&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are still affected by pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum resistant&amp;quot;&lt;br /&gt;
! Vacuum resistant&amp;lt;br&amp;gt;{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_VacuumResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have skin that releases a waxy substance when air pressure is low, preventing vacuum burns and allowing them to survive longer when exposed to vacuum.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum burns&lt;br /&gt;
* [[Vacuum resistance]]: {{Good|+45%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| VacuumResistance&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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} 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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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 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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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 and they travel without animals, they don't need to [[Caravan#Caravan schedule|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;
* Suppresses [[Tough]] trait&lt;br /&gt;
&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
* {{Good|x75%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
* Suppresses [[Masochist]] and [[Brawler]] traits&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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|x2}} &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|x0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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 cords.''&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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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 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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
* {{IdeologyIcon}}Removes opinion: Uncovered (body part): -10 of any other pawns&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
|- id=&amp;quot;Indoor dweller&amp;quot;&lt;br /&gt;
! Indoor dweller&amp;lt;br&amp;gt;[[File:Gene_CaveDweller.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have no need for the outdoors and will never feel cooped up no matter how long they stay inside.'' &lt;br /&gt;
----&lt;br /&gt;
* Disables need: [[Outdoors]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}} {{Clear}} {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low gravity adapted&amp;quot;&lt;br /&gt;
! Low gravity adapted {{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_LowGravityAdapted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move and work more easily in low-gravity environments. However They're slower and less efficient when planetside.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}} (planetside)&lt;br /&gt;
* [[Global work speed]] {{--|10%}} (planetside)&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}} (in space)&lt;br /&gt;
* [[Global work speed]] {{+|10%}} (in space)&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
== 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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|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;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|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;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|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;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|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;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|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;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|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 strong or poor aptitude gene, passion from great aptitude gene is added anyway.&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;
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}} &amp;lt;!-- true for psychite at least --&amp;gt;&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;
! [[File:Baseliner.png|20px|link=Xenotypes]]&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 Alcohol: -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 Smokeleaf: -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 Psychite: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based 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 Go-juice 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 Wake-up eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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]].&lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&amp;lt;!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--&amp;gt;&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;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&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;
| | {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&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]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&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;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&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;
|}&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&amp;lt;br&amp;gt;[[File:Skills PassionDrop Loop.gif|64px]]&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;
* 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. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&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. Reduced volume and frequency of yttakin sounds.&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/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.&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;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
** Fix: Fire spew can shoot through walls.&lt;br /&gt;
** Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
** Fix: Fire spew ability can't target walls.&lt;br /&gt;
** Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added 2 new genes: [[#Indoor dweller|Indoor dweller]] and [[#Webbed phalanges|webbed phalanges]]. The former is added to dirtmoles, resulting in complexity increasing from 9 -&amp;gt; 10, Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made the [[breathless]] gene suppress the normal [[vacuum resistant]] gene, removing its metabolic impact.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Rebalanced the starjack xenotype, added the [[Low gravity adapted]] gene. Removed [[Awful plants]], replaced [[Poor melee]] with [[Awful melee]] and replaced [[Cold tolerant]] with [[Cold super-tolerant]]. Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%. [[Breathless]] and [[Vacuum resistant]] now grants  [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Negotiation_Ability&amp;diff=172111</id>
		<title>Negotiation Ability</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Negotiation_Ability&amp;diff=172111"/>
		<updated>2025-11-19T11:34:09Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: Added psychic reader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.2.2900}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.4&lt;br /&gt;
| to string style = PercentTwo&lt;br /&gt;
| description = How effective this person is as a negotiator. This affects the speed of [[prisoner]] recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
* [[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0.4|40%]] plus [[Skill Bonus Factor::0.075|7.5%]] per skill level.&lt;br /&gt;
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 5% allowed defect. Max [[Talking Limit::1|100%]]&lt;br /&gt;
* [[Hearing]]: [[Hearing Importance::0.9|90%]] importance, 5% allowed defect. Max [[Hearing Limit::1|100%]]&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
*Implants:&lt;br /&gt;
**[[Psychic reader]]{{RoyaltyIcon}}: {{+|50%}} (bonus scales with user's [[psychic sensitivity]]).&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 '''Negotiation Ability''' = (0.4 + Social skill level × 0.075) × {IF Talking &amp;lt; 0.95 THEN [1 + (Talking - 1) × 0.9] ELSE 1} × {IF Hearing &amp;lt; 0.95 THEN [1 + (Hearing - 1) × 0.9] ELSE 1}&lt;br /&gt;
&lt;br /&gt;
For example the maximum possible value:&lt;br /&gt;
&lt;br /&gt;
 '''Negotiation Ability''' = (0.4 + 20 × 0.075) × {1} × {1} = '''190%'''&lt;br /&gt;
&lt;br /&gt;
{{Stat Factors Table}}&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=172102</id>
		<title>Psychic Sensitivity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=172102"/>
		<updated>2025-11-19T03:35:19Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= 1) Ghoul, bioferrite items, psy steal ritual, voidsight serum etc 2) effective maximum 3) Full list of thing affevted by psychic sensitivty in its own section e.g. Disruptor flares, psycasts split duration and effect magnitude, etc}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = PsychicSensitivity&lt;br /&gt;
| label = psychic sensitivity&lt;br /&gt;
| description = More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| show on animals = false&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3500&lt;br /&gt;
| cacheable = true&lt;br /&gt;
| parts = StatPart_GearStatOffset, StatPart_GearStatFactor, StatPart_SightPsychicSensitivityOffset, StatPart_BlindPsychicSensitivityOffset&lt;br /&gt;
}} {{Hover title|Version/1.5.4297|At the time of writing}}, the maximum possible ''psychic sensitivity'' is [[Effective Maximum::22.11|2211%]] with a pawn [[void touched]],{{AnomalyIcon}} [[psychically hypersensitive]] pawn, with a [[psychic sensitizer]]{{RoyaltyIcon}} installed, under the effect of [[psychophagy]],{{AnomalyIcon}} [[voidsight serum]],{{AnomalyIcon}} and four [[psychofluid pump]]s,{{BiotechIcon}} with a [[psychic bond]]{{BiotechIcon}} and the [[super psy-sensitive]] gene{{BiotechIcon}} and wearing  an [[eltex shirt]],{{RoyaltyIcon}} and a weapon, [[plate armor]], headwear, and [[slave collar]]{{IdeologyIcon}} all made of bioferrite. All listed items must be of Legendary [[quality]]. Finally they must be blind and have the [[Blind psysense|Blind psysense: Strong]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bioferrite psychic sensitivity stack.png|right|thumb|Maximum possible psychic sensitivity]]&lt;br /&gt;
&lt;br /&gt;
Psychic sensitivity acts as a scalar value for things such as [[Psychic drone]]s, some [[Psycasts]] {{RoyaltyIcon}}, and a pawn's [[Neural Heat Limit]]. Some effects such as [[Psychic shock lance]]s are toggled by psychic sensitivity only - if a pawn has a non-zero sensitivity the effect is applied and if they don't it is not, but no other modification to the effect from different levels exists. &lt;br /&gt;
&lt;br /&gt;
Humans and Animals by default have a psychic sensitivity of 100%, centipedes 75%, and other mechanoids 50%. [[Devourer]]s{{AnomalyIcon}} have a psychic sensitivity of 200%.&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
{{Stub|section=1|reason=Far from complete 2) table should display in %}}&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| c_07 sortable}}&lt;br /&gt;
! Pawn !! Psychic Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Psychic Sensitivity::+]]&lt;br /&gt;
| ?Psychic Sensitivity&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
| limit = 1000&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;
== Effects ==&lt;br /&gt;
{{Rewrite|section=1|reason=Verify, expand, and cleanup}}&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Effect of Stat&lt;br /&gt;
|-&lt;br /&gt;
! [[Events#Psychic drone|Psychic drone]] event&lt;br /&gt;
| Multiplier on moodlet.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic suppressor]]&lt;br /&gt;
|Multiplier on lost [[Consciousness]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic animal pulser]]&lt;br /&gt;
| ??? {{Check Tag|Effect of PS, if any}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic insanity lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic shock lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic soothe pulser]]&lt;br /&gt;
| Multiplier on moodlet.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic emanator]]&lt;br /&gt;
| Multiplier on moodlet.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic reader]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on the [[Negotiation Ability]] and [[Trade Price Improvement]] bonuses granted.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic harmonizer]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on applied [[mood|moodlet]], both positive and negative.&amp;lt;br&amp;gt;Multiplier on received moodlet, both positive and negative.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psycasts]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on duration (the target's sensitivity is used). {{ref label|Psycasts|A}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Neural Heat Limit]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on Neural Heat Limit.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic rituals]] {{AnomalyIcon}}&lt;br /&gt;
| Ritual quality bonus based on Invoker's sensitivity. Maximum bonus ({{+|25%}}) at 281% sensitivity. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Psycasts|A}} This applies to most, but not all, psycasts that create effects on the pawn. The user's own psychic sensitivity has no effect on duration, unless the user is also the target. See [[Psycasts#Psycasts|Psycasts]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Factors ==  &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{{Template:Psychic Sensitivity Factor Table}}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT| c_07}}&lt;br /&gt;
! Name !! Description !! Category !! Parameters !! Complex Parameters !! Display Priority In Category&lt;br /&gt;
|- id=&amp;quot;Psychic Sensitivity&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&amp;lt;!-- Name --&amp;gt;&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;PsychicSensitivity&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;psychic sensitivity&lt;br /&gt;
| More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
|&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
* Display Order: '''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default: {{Bad|false}}&lt;br /&gt;
|&amp;lt;!-- Parameters --&amp;gt;&lt;br /&gt;
* Default Base Value: '''{{%|1}}'''&lt;br /&gt;
* To String Style: '''PercentZero'''&lt;br /&gt;
* Show On Animals: {{Bad|false}}&lt;br /&gt;
* Min Value: '''{{%|0}}'''&lt;br /&gt;
* Scenario Randomizable: {{Good|true}}&lt;br /&gt;
* Cacheable: {{Good|true}}&lt;br /&gt;
|&amp;lt;!-- Complex Parameters --&amp;gt;&lt;br /&gt;
* Parts:&lt;br /&gt;
** '''StatPart_GearStatOffset'''&lt;br /&gt;
*** Apparel Stat: '''[[Psychic Sensitivity Offset]]'''&lt;br /&gt;
*** Include Weapon: {{Good|true}}&lt;br /&gt;
** '''StatPart_GearStatFactor'''&lt;br /&gt;
*** Apparel Stat: '''[[Psychic Sensitivity Factor]]'''&lt;br /&gt;
*** Include Weapon: {{Good|true}}&lt;br /&gt;
** '''StatPart_SightPsychicSensitivityOffset'''&lt;br /&gt;
** '''StatPart_BlindPsychicSensitivityOffset {{IdeologyIcon}}'''&lt;br /&gt;
| 3500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|nocat=1|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=172101</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=172101"/>
		<updated>2025-11-19T03:27:22Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Artistic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&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;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} 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 gizmo 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 [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
| [[Psyfocus#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;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/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;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/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;
&lt;br /&gt;
Each pawn has one or more meditation 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;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;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;
[[{{Q|Anima tree|Image}}|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;
&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;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +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;
&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;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, 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 +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&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;
&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;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, 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 +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &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;
&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;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|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;
[[{{Q|Grave|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: '''Doesn't''' have a Tribal Childhood Backstory. '''Not''' [[Ascetic]].{{Check Tag|Any other lockouts?|Traits page claims that multiple other traits (Jealous, for example) will remove artistic. Add info here or remove incorrect info there.}}&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;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is 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;
{| {{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;
! 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;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s 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;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s 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;
[[{{Q|Brazier|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Void ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Void fascination|Void Fascination]], [[Inhumanized]]&lt;br /&gt;
&lt;br /&gt;
Void meditation was added with the Anomaly DLC and is used by pawns who have either become inhumanized or have the Void Fascination trait.&lt;br /&gt;
&lt;br /&gt;
'''[[Void monolith]]:'''&lt;br /&gt;
[[{{Q|Void monolith|Image}}|64px|left|link=Void monolith]][[File: Void_Monolith_Awakened_Valid_Meditation_Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
The void monolith has a base Meditation Focus Strength of +30%. When the monolith is in it's &amp;quot;fallen monolith&amp;quot; state (3x3 as shown in the left image), a [[meditation spot]] placed with any part of the monolith within its radius will allow a pawn to use it as a focus object, however once the monolith is in its later stages (Awakened, 5x5) only the 3 squares directly in front of the monolith will allow the pawn to meditate with it as the focus object (see image on right). It appears that no other modifiers exist for the void monolith as they do for other foci.{{Check Tag|Fact Check Needed}} &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Harbinger tree]]:'''&lt;br /&gt;
[[{{Q|Harbinger tree|Image}}|64px|left|link=Harbinger tree]]&lt;br /&gt;
Harbinger trees have a base Meditation Focus Strength of +14%. It appears that no other modifiers exist for harbinger trees as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding platform]]:'''&lt;br /&gt;
[[{{Q|Holding platform|Image}}|64px|left|link=Holding platform]]&lt;br /&gt;
Holding platforms loaded with a captured [[Entities|entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. [[Holding spot|Holding spots]] work identically. Empty platforms/spots do not offer any meditation focus. It appears that no other modifiers exist for holding platforms as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Psychic ritual spot]]:'''&lt;br /&gt;
[[{{Q|Psychic ritual spot|Image}}|64px|left|link=Psychic ritual spot]]&lt;br /&gt;
Psychic ritual spots have a base Meditation Focus Strength of +8%. For each [[Void sculpture|void sculpture]] in range of the ritual spot, +2% meditation focus is added. This is independent of sculpture quality and stacks up to 6 sculptures. Similarly, for each [[Shard beacon|shard beacon]] in range of the ritual spot, a further +2% meditation focus is added. This can be staked up to 4 times. Neither the void sculpture nor the shard beacon need to be in range of the meditation spot for the bonus to be in affect, they only have to affect the ritual spot.&lt;br /&gt;
Therefore the maximum psyfocus strength to be acquired from a psychic ritual spot is +28% and requires the ritual spot to be surrounded by 6 void sculptures of any quality and 4 shard beacons. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&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;
[[{{Q|Meditation throne|Image}}|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%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&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;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' 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 give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=172100</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=172100"/>
		<updated>2025-11-19T03:26:33Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Living space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Only humans have traits. Most humans have 1-3 traits, with the possibility of an &amp;quot;extra&amp;quot; sexuality trait. Adults cannot gain new traits, and there is no way to remove traits.&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|growth moment]] (birthdays 7, 10, and 13).&lt;br /&gt;
&lt;br /&gt;
=== Trait acquisition ===&lt;br /&gt;
&lt;br /&gt;
When a human is generated, it acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* First, the pawn gains any traits that its &amp;quot;pawn kind&amp;quot; requires. ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* Second, if the pawn is being generated for a quest, it gains any traits required by the quest. ''For example, the imperiled noble from the [[Quests#Noble_Wimp|Noble Wimp]]{{RoyaltyIcon}} quest always has the [[Wimp]] trait.''&lt;br /&gt;
* Traits from the pawn's [[backstories]] are then acquired, unless they would conflict with the pawn's &amp;quot;pawn kind&amp;quot;. ''For example, a pawn with a backstory composed of the [[Backstories/Tribal_Child|Cave Child]] childhood and the [[Backstories/Tribal_Adult|Scout]] adulthood would have the [[Undergrounder]] and [[Jogger]] traits. However, a hypothetical backstory that grants the Brawler trait will not grant it if the pawn is a &amp;quot;tribal archer&amp;quot;, as that pawn kind specifically prohibits the Brawler trait.''&lt;br /&gt;
* A trait count limit is chosen, based on the pawn's age. [[Reproduction#Babies|Babies]]{{BiotechIcon}} and [[children]] under seven years of age have a limit of 0 traits; children with 7-9 birthdays, 1 trait; children with 10-12 birthdays, 1-2 traits; and anyone older, 1-3 traits, with no bias towards any particular number. If the pawn's current number of traits is lower than the trait limit, each 'missing' trait is filled in by a random trait, weighed based on each trait's commonality. The randomly gained traits cannot be any of the following:&lt;br /&gt;
** Any sexuality trait ([[Asexual]], [[Bisexual]], or [[Gay]])&lt;br /&gt;
** [[Wimp]], but only if the pawn is from a [[faction]] hostile to the player's faction&lt;br /&gt;
** Any that the pawn already has&lt;br /&gt;
** Any that conflict with a trait the pawn already has&lt;br /&gt;
** Any prohibited by the pawn's &amp;quot;pawn kind&amp;quot; or backstories&lt;br /&gt;
** Any that would disable a work type required by the pawn's &amp;quot;pawn kind&amp;quot;&lt;br /&gt;
** Any that requires a work type disabled for the pawn&lt;br /&gt;
** Any that would cause the pawn's minor [[mental break threshold]] to rise above 50%&lt;br /&gt;
* If the pawn is at least 13 years old, their sexuality is then determined. If the pawn has any romantic or ex-romantic relationship with someone of the same gender, they acquire the Gay trait. Otherwise, they may be Asexual, Bisexual, Gay, or straight (which is not a trait, merely an absence of the three sexuality traits). The random choice is weighted by each sexuality trait's commonality, or in the case of 'straight/no sexuality trait', weighted by the sum commonality of every non-sexuality trait that the pawn does not currently have. Note that since the [[Biotech DLC]] adds two traits with non-zero commonalities, sexuality traits are marginally rarer if Biotech is enabled.&lt;br /&gt;
* Afterward, the pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. If [[Traits#Trait-affecting_genes|certain genes]] are present, this can affect the pawn's trait set, either adding or suppressing traits.&lt;br /&gt;
* If the [[Scenario_system#Voluntary_parts|starting scenario forces any traits]], the pawn gains any such traits. The &amp;quot;Forced trait&amp;quot; scenario part can be configured to apply to all pawns in the game, only the player's starting pawns, or only non-player pawns; it can also be configured to have a chance to trigger per pawn between 0-100%.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]]{{AnomalyIcon}}, it gains any traits granted by its benefit and/or downside.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
{{Move|section=1|destination = Pawn selection|reason=While some of this info can likely be kept in this page, most of it should move to [[Game_Creation|Pawn selection]] once that page has been created}}&lt;br /&gt;
Certain traits may influence the initial possessions of your colonists in the Pawn selection menu (either for [[Game_Creation|creating a new game]] or [[Endings#Colony_End|selecting new colonists after a game over]]). Unless you have chosen the [[Scenario_system#Default_Scenarios|Naked Brutality]] start scenario or used the Scenario Editor to add the &amp;quot;no possessions&amp;quot; scenario part, each such colonist may have up to two possessions in their inventory. A stack of items counts as 1 possession. Possessions for each colonist are generated in the following order, ending prematurely if the colonist has two possessions:&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Reproduction#Babies|Babies]]{{BiotechIcon}} have between 30-40 units of baby food.&lt;br /&gt;
* If the colonist is addicted to a drug, they have enough of the drug to satiate the addiction for roughly 25-35 days.&lt;br /&gt;
* If the colonist has a [[Genes#Drugs|genetic drug dependency]]{{BiotechIcon}}, they have enough of the drug to satiate the dependency for roughly 25-35 days.&lt;br /&gt;
* If the colonist has [[hemogenic]] gene{{BiotechIcon}}, they have 8-12 [[hemogen pack]]s.&lt;br /&gt;
* If the colonist has an adulthood backstory that can grant possessions, there is a 25% chance for them to have those possessions. Note that, should a backstory be capable of granting multiple possessions, this process will still stop once the colonist has two possessions, and the backstory's possessions are always granted in the order they are defined in the backstory.&lt;br /&gt;
* '''Traits are accounted for only after all the above steps have been performed'''. There is a 25% chance for a colonist to receive possessions based on their [[Traits#Trait-affecting_genes|non-suppressed traits]]. As with backstories, it is possible for this step to stop midway through once the colonist has two possessions; possessions are always granted in the order the traits present themselves, and per-trait they are granted in the order they are defined in the trait. ''For example, a pawn with the Psychopath trait has a 25% chance to gain a skull and a heart, but a pawn who already has a prior stack of [[flake]] due to a flake addiction would have a 25% chance to only gain a skull.''&lt;br /&gt;
* If the colonist still has less than two possessions, there is a 6% chance for them to have a random possession. The list of possible possessions is lengthy, but does not include every possible item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Trait-affecting genes ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Certain genes can modify a pawn's traits, either by forcing a trait to be added or suppressing a trait. Forced traits function as normal, though they are visible in the pawn's Bio tab in pale blue text. Suppressed traits do not have any effects, but are still visible in the pawn's Bio tab in dark grey text.&lt;br /&gt;
&lt;br /&gt;
If a forced trait would ordinarily conflict with non-genetically forced trait(s) the pawn already has, the latter is/are suppressed. If it would ordinarily conflict with genetic trait(s) the pawn already has, the latter is/are removed. If a trait-granting gene is removed, the trait will also be removed (unless the pawn already has the trait independent of genes); this un-suppresses any traits it had suppressed which are not suppressed by another gene or trait, and restores any genetically-forced traits that were removed by that gene and which do not conflict with any other trait the pawn has (including suppressed traits). This almost always leads to intuitive results, with one exception: if a pawn has the psychically hyper/sensitive trait, also has the psychically dull/deaf gene in their germline (e.g. due to being a [[Yttakin]]), and then has the other psychic sensitivity trait gene in their xenogenes... removal of the xenogene will remove the trait it forces, but it will also not result in the restoration of the other gene's trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Tooltip&lt;br /&gt;
! Effect on traits&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! [[Pyrophobia]]&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| {{Bad|Suppresses}} the [[Pyromaniac]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind instinct]]&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
| {{Up|Forces}} the [[Kind]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Inbred]]&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| {{Up|Forces}} the [[Slow learner]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically deaf]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically deaf]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically dull]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically dull]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Delicate]]&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
| {{Up|Forces}} the [[Delicate]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Extra pain]]&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| ''Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
| {{Up|Forces}} the [[Wimp]] trait&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I feel much better at night.|label=Night owl at night|value=+16|stack=1}} if awake during night (23:00 - 06:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like working during the day.|label=Night owl in daytime|value=-10|stack=1}} if awake during day (11:00 - 18:00)&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
| 5-10 [[wake-up]]&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I like working or simply being indoors.|label=Undergrounder indoors|value=+3|stack=1}} when indoors / {{Thought|desc=I love working or simply being in the underground.|label=Underground|value=+4|stack=1}} when underground&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like being outside. I want to get back to the underground.|label=Undergrounder outdoors|value=-3|stack=1}} when outdoors&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
| 30-60 [[raw fungus]]&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{Thought|desc=I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!|label=Happily nude|value=+20|stack=1}} when naked&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.|label=Constraining clothes|value=-3|stack=1}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
{{Good|+}} ''':''' No {{--|10}} [[social|opinion]] loss of someone who has any uncovered body parts {{IdeologyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{Thought|desc=Ow... heh heh heh... I could get used to this!/Ughhh... it hurts, but I love it! Keep it coming!/Ouch... I think something's broken... but what an exquisite feeling!/Ahhh... am I in heaven?|label=masochist in pain|value=+5|value2=+10|value3=+15|value4=+20}} for being in a minor/serious/intense/mind-shattering [[pain]], replacing default {{--|5}}/{{--|10}}/{{--|15}}/{{--|20}} and {{+|3}}{{+|5}}{{+|7}}{{+|9}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The straps press in and calm my soul.|label=Masochist body strapped|value=+3|stack=1}} while wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such restrictive discomfort... delightful.|label=Masochist collared|value=+2|stack=1}} while wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Negates the {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=Fed on by OTHER|value=-5|stack=1}} penalty and {{--|20}} [[social|opinion]] malus from being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{Thought|desc=This artificial enhancement is cool. I want more./Two artificial enhancements are better than one. I wish I had more./Three artificial enhancements, and my weak human flesh is receding. But I still want more machine power./Four artificial enhancements and I am becoming more than human. But there's still some flesh that needs replacing./Five artificial enhancements! How could an enhanced being like me ever feel sad?/I asked for this.|label=body modder pleased|value=+4|value2=+7|value3=+9|value4=+11|value5=+12|value6=+13}} for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}. Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Flesh is so limiting. I wish I had some kind of artificial body part.|label=Body modder frustrated|value=-4|stack=1}} if lacking any artificial body parts or xenogenes{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} opinion of other pawns per artificial body part they have, capped at {{+|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{Thought|desc=I hate having this unnatural enhancement. I feel filthy!/Two artificial enhancements are sullying my natural, pure body. It makes me sick to think of it./Three artificial enhancements violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me./I have four artificial enhancements; it's like I'm becoming a robot. What a horrifying sensation./Five artificial enhancements... Is there anything left of me? Or am I just a robot that thinks it's human?/I asked for the exact opposite of this!|label=body purist squeamish|value=-10|value2=-15|value3=-20|value4=-25|value5=-30|value6=-35}} for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}. Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|8}} opinion of other pawns per artificial body part they have, capped at {{--|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a body purist; I would never take luciferium by choice. But I was forced! I feel unclean.|label=Forced to take luciferium|value=-20|stack=1|duration=6}} when administered [[luciferium]] and {{--|30}} opinion of the doctor who did the operation for 120 days. Despite the description of this thought, body purists can administer luciferium to themselves and do not lose mood for doing so.&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{+|4}} [[Cooking]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|50%}} hunger rate&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1-3 [[fine meal]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1}} penalty&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=My bedroom is just how I want it to be. Very humble and simple./My bedroom is just how I want it to be. Very humble and simple./My bedroom is very humble and simple. I like it.|label=Ascetic has awful-mediocre bedroom|value=+5|value2=+4|value3=+3|stack=1}} for having an [[Rooms#Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like having an impressive bedroom.|label=Ascetic has impressive bedroom|value=-5|stack=1}} for having a [[Rooms#Impressiveness|Somewhat Impressive]] or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Minimal|Minimal]] meditation focus type{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' Loses the [[Psyfocus#Artistic|Artistic]] meditation focus type, if they had it{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{Thought|desc=I'm greedy. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|stack=1}} for not having a bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm greedy. My room is pathetic! I want a really impressive bedroom./I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom./I'm greedy. My room isn't good enough. I want a really impressive bedroom./I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|value2=-8|value3=-6|value4=-4|stack=1}} for having an [[Rooms#Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10-20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Rooms#Impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{Thought|desc=I need to have the best one!|label=Jealous of OTHER's bedroom|value=-8|stack=1}} for not having the most [[Rooms#Impressiveness|impressive]] bedroom.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{Thought|desc=It makes me think of flame and fire. I can't wait to use it.|label=Pyromaniac has incendiary weapon|value=+2|stack=1}} while wielding a weapon from the following list: [[incendiary launcher]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}[[plasmasword]], {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or {{AnomalyIcon}}[[incinerator]].&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{Thought|desc=The searing heat will make my foes beautiful!|label=Used flame weapon|value=+8|stack=1|duration=0.33}} mood bonus for using a flame weapon either directly on a visible, non-downed enemy of the player faction who is not in a fogged region of the map, or attacking with it when such a pawn is in range of the attack anyways. This includes any weapon from the list above except for the {{AnomalyIcon}}hellcat rifle.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}}: grants 1 stack per [[fire]] or lit building capable of having a 'fire overlay' ([[torch lamp]], [[campfire]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Flame]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Molotov cocktails]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;10-20 [[chemfuel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Extracting the flesh from their bodies is so bloody and satisfying.|label=Bloodlust organ harvested|value=+4|stack=1|duration=4}} on harvesting an organ.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I saw someone die! That was intense!|label=Witnessed death with bloodlust|value=+8|multi=0.75|stack=5|duration=4}} on witnessing a human death. Witnessing means being awake, sighted, and either in the same caravan as the deceased or having line of sight within 12 cells of the deceased.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I killed someone! What a rush!|label=Killed someone|value=+12|multi=0.75|stack=5|duration=4}} on killing a human.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Axe]]{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Longsword]]&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}}Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.|label=Cooked cannibalism|value=+15|stack=1|duration=1}} on eating a meal made with human flesh&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate the meat of another human, raw, like an animal. It was so... succulent.|label=Raw cannibalism|value=+20|stack=1|duration=1}} on eating raw [[human meat]] (including human corpses, although this may still trigger the {{Thought|desc=I had to eat the flesh of a dead creature without even butchering or cooking it.|label=Ate corpse|value=-12|stack=1|duration=1}} penalty)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 30-60 [[human meat]]&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[skull]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1 [[heart]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Shooting]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I hate shooting from a distance. I want to get up close and personal!|label=Brawler has ranged weapon|value=-10|stack=1}} while wielding a ranged weapon&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Disallows [[shooting]] [[passion]]s&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[knife]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]] (who have a gene which forces the Wimp trait), hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]] {{IdeologyIcon}}, reverting mood from pain to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Delicate (gene)|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* See also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[schematic]]&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[textbook]]&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a mood-caused [[mental break]] other than [[Mental_break#Catatonic_breakdown|Catatonia]] or [[Mental_break#Run_wild|Run Wild]] ends.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} (permanent)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
NOTE: Inspirations from this trait cannot be triggered by mental breaks caused by any reason other than mood, e.g. [[Psychic insanity lance|psychic insanity lances]], [[Psycasts|psycasts]] {{RoyaltyIcon}}, [[Genes|genes]] {{BiotechIcon}}, or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]] {{AnomalyIcon}} and [[Tome|Tomes]] {{AnomalyIcon}} are the sole exceptions to this rule.&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 10-20 [[dye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Can use a unique 'Kind Words' social interaction, inflicting {{Thought|desc=I've been bestowed with kind words! What a nice person!|label=Kind words|value=+5|multi=0.9|stack=10|duration=2}} and gaining {{+|15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same Kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, Kind Words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[Beauty (pawn)|beauty]], Annoying voice, Creepy breathing or [[disfigurement]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' 2.3x as likely to Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills#Social|Social]]'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-10%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} [[social|opinion]] of men&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} [[social|opinion]] of women&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=We just denied someone's request to join us. I hope they make it.|label=Denied joining|value=-3|multi=0.75|stack=5|duration=6}} penalty from rejecting a pawn that wants to join the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood based on the number of human pawns (including children, guests, and prisoners) in the colony. Humans on other maps, in caravans or inside a [[Cryptosleep casket]]/[[Transport pod]]/[[Biosculpter pod]] {{IdeologyIcon}}/[[Growth vat]] {{BiotechIcon}}/[[Gene extractor]] {{BiotechIcon}}/[[Subcore softscanner]] {{BiotechIcon}}/[[Subcore ripscanner]] {{BiotechIcon}} do not count. [[Ghoul]]s {{AnomalyIcon}} do not count.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Starting colonists in the [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario will always have this trait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Human Count !! Mood  !! Human Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Gay/Bisexual/Asexual sexuality traits are unique in that they are the only ones that can generate after the 3 trait limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* See also the [[#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm fascinated by drugs. I want to experience them more./I'm fascinated by drugs. I want to experience them a lot harder./I'm fascinated by drugs. I want them! More intensity!|label=Chemical hunger|value=-4|value2=-8|value3=-12|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm fascinated by drugs, and I love satisfying my desires./I'm fascinated by drugs, and I am fully satisfied with my drug consumption.|label=Chemical satisfaction|value=+3|value2=+6|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm interested in drugs. I want to try more./I'm interested in drugs. I want to experience a lot more./I'm interested in drugs. I want to consume drugs really badly.|label=Chemical hunger|value=-2|value2=-4|value3=-6|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm interested in drugs. I enjoyed satisfying my desire./I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently.|label=Chemical satisfaction|value=+1|value2=+3|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on drug binges&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Cannot be directed to take non-medical drugs unless they have a [[Genes#Alcohol dependency|genetic dependency]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean.|label=Forced to take drugs|value=-20|stack=1|duration=6}} when administered a drug, and {{--|30}} opinion of the doctor who did the operation for 60 days.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{--|25}} [[social|opinion]] of any pawns with any addiction&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with chemical interest&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with chemical fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|5}} [[social|opinion]] of any pawns without the same trait or hard worker&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|5}} [[social|opinion]] of any pawns without the same trait or industrious&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy Inspiration]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'sanguine' trait.|label=Sanguine|value=+12|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'optimist' trait.|label=Optimist|value=+6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Pessimist|value=-6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Depressive|value=-12|stack=1}} (permanent)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold. Mutually exclusive with [[Too smart]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x25%}}&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x50%}}&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x200%}}&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x300%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
| 1 [[bolt-action rifle]]&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
| 1 [[autopistol]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+80%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+40%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| {{Down|-50%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| {{Down|-100%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Medical|Medical skill]] {{+|4}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Randomly catches diseases independently from rest of the colony}}, with an MTB of 30 days. The caught disease is one that can be randomly acquired in the current biome, using the same weighting system as normal random disease incidents.&lt;br /&gt;
| 2-5 [[medicine]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;5-10 [[penoxycyline]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creepjoiner traits ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.&lt;br /&gt;
&lt;br /&gt;
=== Positive traits ===&lt;br /&gt;
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Perfect memory&amp;quot;&lt;br /&gt;
! Perfect Memory&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| Skills cannot decay&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Perfect Human&amp;quot; benefit, which also comes with the Industrious trait and a starting level of 14-18 for each skill.&lt;br /&gt;
|- id=&amp;quot;Occultist&amp;quot;&lt;br /&gt;
! Occultist&lt;br /&gt;
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when s/he gets the chance.&lt;br /&gt;
| [[Study Efficiency]] {{+|100%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Entity Study Rate]] {{+|50%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Can perform an &amp;quot;occult teaching&amp;quot; random social interactions, giving +1 dark research. This has a cooldown of 1 day; when off cooldown, it will always be the next random social interaction chosen.&lt;br /&gt;
|- id=&amp;quot;Joyous&amp;quot;&lt;br /&gt;
! Joyous&lt;br /&gt;
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.&lt;br /&gt;
| {{+|20}} opinion from other pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Joybringer&amp;quot; benefit, which precludes the &amp;quot;Disturbing&amp;quot; downside.&lt;br /&gt;
|- id=&amp;quot;Body mastery&amp;quot;&lt;br /&gt;
! Body Mastery&lt;br /&gt;
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned his/her eyes completely white.&lt;br /&gt;
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled.&amp;lt;br&amp;gt; Note: Because a pawn's mood is partially averaged by their needs, having less needs can render them more prone to mood swings. &amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Eyes are white&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative traits ===&lt;br /&gt;
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Disturbing&amp;quot;&lt;br /&gt;
! Disturbing&lt;br /&gt;
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to him/her is often upsetting.&lt;br /&gt;
| {{Bad|-}} ''':''' Only ever selects the &amp;quot;strange chat&amp;quot; type when doing random social interactions, giving {{Thought|desc=OTHER is talking nonsense. Is s/he insane?|label=OTHER rambling|value=-2|multi=0.75|stack=20|duration=1}} to any non-[[hearing|deaf]], non-[[inhumanized]] pawns in 9.9 cells radius. Unlike most other interaction types, strange chats can be performed without an explicit recipient. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Disturbing&amp;quot; downside, which is precluded by the &amp;quot;Joybringer&amp;quot; benefit.&lt;br /&gt;
|- id=&amp;quot;Void fascination&amp;quot;&lt;br /&gt;
! Void Fascination&lt;br /&gt;
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Imprisoned with entity, Monster by my bed&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such a magnificent creature. So much mystery. So much power.|label=Captured entity|value=+6|stack=1}} while there is at least one captured entity in the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[Mental_break#Entity_liberator|entity liberator]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Entity liberation breaks randomly occur with an MTB of 60 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Void]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[#Transhumanist|transhumanist]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s. Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rebalance brawler trait to offset skill more than mood - mood penalty for using ranged weapon decreased from {{--|20}} to {{--|10}}, shooting accuracy penalty increased from {{--|4}} to {{--|10}}. Added “pyro used fire weapon” thought {{+|8}} mood. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=172099</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=172099"/>
		<updated>2025-11-19T03:25:23Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Living space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Only humans have traits. Most humans have 1-3 traits, with the possibility of an &amp;quot;extra&amp;quot; sexuality trait. Adults cannot gain new traits, and there is no way to remove traits.&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|growth moment]] (birthdays 7, 10, and 13).&lt;br /&gt;
&lt;br /&gt;
=== Trait acquisition ===&lt;br /&gt;
&lt;br /&gt;
When a human is generated, it acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* First, the pawn gains any traits that its &amp;quot;pawn kind&amp;quot; requires. ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* Second, if the pawn is being generated for a quest, it gains any traits required by the quest. ''For example, the imperiled noble from the [[Quests#Noble_Wimp|Noble Wimp]]{{RoyaltyIcon}} quest always has the [[Wimp]] trait.''&lt;br /&gt;
* Traits from the pawn's [[backstories]] are then acquired, unless they would conflict with the pawn's &amp;quot;pawn kind&amp;quot;. ''For example, a pawn with a backstory composed of the [[Backstories/Tribal_Child|Cave Child]] childhood and the [[Backstories/Tribal_Adult|Scout]] adulthood would have the [[Undergrounder]] and [[Jogger]] traits. However, a hypothetical backstory that grants the Brawler trait will not grant it if the pawn is a &amp;quot;tribal archer&amp;quot;, as that pawn kind specifically prohibits the Brawler trait.''&lt;br /&gt;
* A trait count limit is chosen, based on the pawn's age. [[Reproduction#Babies|Babies]]{{BiotechIcon}} and [[children]] under seven years of age have a limit of 0 traits; children with 7-9 birthdays, 1 trait; children with 10-12 birthdays, 1-2 traits; and anyone older, 1-3 traits, with no bias towards any particular number. If the pawn's current number of traits is lower than the trait limit, each 'missing' trait is filled in by a random trait, weighed based on each trait's commonality. The randomly gained traits cannot be any of the following:&lt;br /&gt;
** Any sexuality trait ([[Asexual]], [[Bisexual]], or [[Gay]])&lt;br /&gt;
** [[Wimp]], but only if the pawn is from a [[faction]] hostile to the player's faction&lt;br /&gt;
** Any that the pawn already has&lt;br /&gt;
** Any that conflict with a trait the pawn already has&lt;br /&gt;
** Any prohibited by the pawn's &amp;quot;pawn kind&amp;quot; or backstories&lt;br /&gt;
** Any that would disable a work type required by the pawn's &amp;quot;pawn kind&amp;quot;&lt;br /&gt;
** Any that requires a work type disabled for the pawn&lt;br /&gt;
** Any that would cause the pawn's minor [[mental break threshold]] to rise above 50%&lt;br /&gt;
* If the pawn is at least 13 years old, their sexuality is then determined. If the pawn has any romantic or ex-romantic relationship with someone of the same gender, they acquire the Gay trait. Otherwise, they may be Asexual, Bisexual, Gay, or straight (which is not a trait, merely an absence of the three sexuality traits). The random choice is weighted by each sexuality trait's commonality, or in the case of 'straight/no sexuality trait', weighted by the sum commonality of every non-sexuality trait that the pawn does not currently have. Note that since the [[Biotech DLC]] adds two traits with non-zero commonalities, sexuality traits are marginally rarer if Biotech is enabled.&lt;br /&gt;
* Afterward, the pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. If [[Traits#Trait-affecting_genes|certain genes]] are present, this can affect the pawn's trait set, either adding or suppressing traits.&lt;br /&gt;
* If the [[Scenario_system#Voluntary_parts|starting scenario forces any traits]], the pawn gains any such traits. The &amp;quot;Forced trait&amp;quot; scenario part can be configured to apply to all pawns in the game, only the player's starting pawns, or only non-player pawns; it can also be configured to have a chance to trigger per pawn between 0-100%.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]]{{AnomalyIcon}}, it gains any traits granted by its benefit and/or downside.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
{{Move|section=1|destination = Pawn selection|reason=While some of this info can likely be kept in this page, most of it should move to [[Game_Creation|Pawn selection]] once that page has been created}}&lt;br /&gt;
Certain traits may influence the initial possessions of your colonists in the Pawn selection menu (either for [[Game_Creation|creating a new game]] or [[Endings#Colony_End|selecting new colonists after a game over]]). Unless you have chosen the [[Scenario_system#Default_Scenarios|Naked Brutality]] start scenario or used the Scenario Editor to add the &amp;quot;no possessions&amp;quot; scenario part, each such colonist may have up to two possessions in their inventory. A stack of items counts as 1 possession. Possessions for each colonist are generated in the following order, ending prematurely if the colonist has two possessions:&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Reproduction#Babies|Babies]]{{BiotechIcon}} have between 30-40 units of baby food.&lt;br /&gt;
* If the colonist is addicted to a drug, they have enough of the drug to satiate the addiction for roughly 25-35 days.&lt;br /&gt;
* If the colonist has a [[Genes#Drugs|genetic drug dependency]]{{BiotechIcon}}, they have enough of the drug to satiate the dependency for roughly 25-35 days.&lt;br /&gt;
* If the colonist has [[hemogenic]] gene{{BiotechIcon}}, they have 8-12 [[hemogen pack]]s.&lt;br /&gt;
* If the colonist has an adulthood backstory that can grant possessions, there is a 25% chance for them to have those possessions. Note that, should a backstory be capable of granting multiple possessions, this process will still stop once the colonist has two possessions, and the backstory's possessions are always granted in the order they are defined in the backstory.&lt;br /&gt;
* '''Traits are accounted for only after all the above steps have been performed'''. There is a 25% chance for a colonist to receive possessions based on their [[Traits#Trait-affecting_genes|non-suppressed traits]]. As with backstories, it is possible for this step to stop midway through once the colonist has two possessions; possessions are always granted in the order the traits present themselves, and per-trait they are granted in the order they are defined in the trait. ''For example, a pawn with the Psychopath trait has a 25% chance to gain a skull and a heart, but a pawn who already has a prior stack of [[flake]] due to a flake addiction would have a 25% chance to only gain a skull.''&lt;br /&gt;
* If the colonist still has less than two possessions, there is a 6% chance for them to have a random possession. The list of possible possessions is lengthy, but does not include every possible item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Trait-affecting genes ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Certain genes can modify a pawn's traits, either by forcing a trait to be added or suppressing a trait. Forced traits function as normal, though they are visible in the pawn's Bio tab in pale blue text. Suppressed traits do not have any effects, but are still visible in the pawn's Bio tab in dark grey text.&lt;br /&gt;
&lt;br /&gt;
If a forced trait would ordinarily conflict with non-genetically forced trait(s) the pawn already has, the latter is/are suppressed. If it would ordinarily conflict with genetic trait(s) the pawn already has, the latter is/are removed. If a trait-granting gene is removed, the trait will also be removed (unless the pawn already has the trait independent of genes); this un-suppresses any traits it had suppressed which are not suppressed by another gene or trait, and restores any genetically-forced traits that were removed by that gene and which do not conflict with any other trait the pawn has (including suppressed traits). This almost always leads to intuitive results, with one exception: if a pawn has the psychically hyper/sensitive trait, also has the psychically dull/deaf gene in their germline (e.g. due to being a [[Yttakin]]), and then has the other psychic sensitivity trait gene in their xenogenes... removal of the xenogene will remove the trait it forces, but it will also not result in the restoration of the other gene's trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Tooltip&lt;br /&gt;
! Effect on traits&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! [[Pyrophobia]]&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| {{Bad|Suppresses}} the [[Pyromaniac]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind instinct]]&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
| {{Up|Forces}} the [[Kind]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Inbred]]&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| {{Up|Forces}} the [[Slow learner]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically deaf]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically deaf]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically dull]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically dull]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Delicate]]&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
| {{Up|Forces}} the [[Delicate]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Extra pain]]&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| ''Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
| {{Up|Forces}} the [[Wimp]] trait&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I feel much better at night.|label=Night owl at night|value=+16|stack=1}} if awake during night (23:00 - 06:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like working during the day.|label=Night owl in daytime|value=-10|stack=1}} if awake during day (11:00 - 18:00)&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
| 5-10 [[wake-up]]&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I like working or simply being indoors.|label=Undergrounder indoors|value=+3|stack=1}} when indoors / {{Thought|desc=I love working or simply being in the underground.|label=Underground|value=+4|stack=1}} when underground&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like being outside. I want to get back to the underground.|label=Undergrounder outdoors|value=-3|stack=1}} when outdoors&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
| 30-60 [[raw fungus]]&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{Thought|desc=I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!|label=Happily nude|value=+20|stack=1}} when naked&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.|label=Constraining clothes|value=-3|stack=1}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
{{Good|+}} ''':''' No {{--|10}} [[social|opinion]] loss of someone who has any uncovered body parts {{IdeologyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{Thought|desc=Ow... heh heh heh... I could get used to this!/Ughhh... it hurts, but I love it! Keep it coming!/Ouch... I think something's broken... but what an exquisite feeling!/Ahhh... am I in heaven?|label=masochist in pain|value=+5|value2=+10|value3=+15|value4=+20}} for being in a minor/serious/intense/mind-shattering [[pain]], replacing default {{--|5}}/{{--|10}}/{{--|15}}/{{--|20}} and {{+|3}}{{+|5}}{{+|7}}{{+|9}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The straps press in and calm my soul.|label=Masochist body strapped|value=+3|stack=1}} while wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such restrictive discomfort... delightful.|label=Masochist collared|value=+2|stack=1}} while wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Negates the {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=Fed on by OTHER|value=-5|stack=1}} penalty and {{--|20}} [[social|opinion]] malus from being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{Thought|desc=This artificial enhancement is cool. I want more./Two artificial enhancements are better than one. I wish I had more./Three artificial enhancements, and my weak human flesh is receding. But I still want more machine power./Four artificial enhancements and I am becoming more than human. But there's still some flesh that needs replacing./Five artificial enhancements! How could an enhanced being like me ever feel sad?/I asked for this.|label=body modder pleased|value=+4|value2=+7|value3=+9|value4=+11|value5=+12|value6=+13}} for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}. Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Flesh is so limiting. I wish I had some kind of artificial body part.|label=Body modder frustrated|value=-4|stack=1}} if lacking any artificial body parts or xenogenes{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} opinion of other pawns per artificial body part they have, capped at {{+|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{Thought|desc=I hate having this unnatural enhancement. I feel filthy!/Two artificial enhancements are sullying my natural, pure body. It makes me sick to think of it./Three artificial enhancements violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me./I have four artificial enhancements; it's like I'm becoming a robot. What a horrifying sensation./Five artificial enhancements... Is there anything left of me? Or am I just a robot that thinks it's human?/I asked for the exact opposite of this!|label=body purist squeamish|value=-10|value2=-15|value3=-20|value4=-25|value5=-30|value6=-35}} for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}. Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|8}} opinion of other pawns per artificial body part they have, capped at {{--|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a body purist; I would never take luciferium by choice. But I was forced! I feel unclean.|label=Forced to take luciferium|value=-20|stack=1|duration=6}} when administered [[luciferium]] and {{--|30}} opinion of the doctor who did the operation for 120 days. Despite the description of this thought, body purists can administer luciferium to themselves and do not lose mood for doing so.&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{+|4}} [[Cooking]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|50%}} hunger rate&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1-3 [[fine meal]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1}} penalty&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=My bedroom is just how I want it to be. Very humble and simple./My bedroom is just how I want it to be. Very humble and simple./My bedroom is very humble and simple. I like it.|label=Ascetic has awful-mediocre bedroom|value=+5|value2=+4|value3=+3|stack=1}} for having an [[Rooms#Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like having an impressive bedroom.|label=Ascetic has impressive bedroom|value=-5|stack=1}} for having a [[Rooms#Impressiveness|Somewhat Impressive]] or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Minimal|Minimal]] meditation focus type{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' Loses the [[Psyfocus#Artistic|Artistic]] meditation focus type, if they had it{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{Thought|desc=I'm greedy. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|stack=1}} for not having a bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm greedy. My room is pathetic! I want a really impressive bedroom./I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom./I'm greedy. My room isn't good enough. I want a really impressive bedroom./I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|value2=-8|value3=-6|value4=-4|stack=1}} for having an [[Rooms#Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10-20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Rooms#Impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{Thought|desc=I need to have the best one!|label=Jealous of OTHER's bedroom|value=-8|stack=1}} for not having the [[Rooms#Impressiveness|most impressive]] bedroom.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{Thought|desc=It makes me think of flame and fire. I can't wait to use it.|label=Pyromaniac has incendiary weapon|value=+2|stack=1}} while wielding a weapon from the following list: [[incendiary launcher]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}[[plasmasword]], {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or {{AnomalyIcon}}[[incinerator]].&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{Thought|desc=The searing heat will make my foes beautiful!|label=Used flame weapon|value=+8|stack=1|duration=0.33}} mood bonus for using a flame weapon either directly on a visible, non-downed enemy of the player faction who is not in a fogged region of the map, or attacking with it when such a pawn is in range of the attack anyways. This includes any weapon from the list above except for the {{AnomalyIcon}}hellcat rifle.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}}: grants 1 stack per [[fire]] or lit building capable of having a 'fire overlay' ([[torch lamp]], [[campfire]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Flame]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Molotov cocktails]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;10-20 [[chemfuel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Extracting the flesh from their bodies is so bloody and satisfying.|label=Bloodlust organ harvested|value=+4|stack=1|duration=4}} on harvesting an organ.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I saw someone die! That was intense!|label=Witnessed death with bloodlust|value=+8|multi=0.75|stack=5|duration=4}} on witnessing a human death. Witnessing means being awake, sighted, and either in the same caravan as the deceased or having line of sight within 12 cells of the deceased.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I killed someone! What a rush!|label=Killed someone|value=+12|multi=0.75|stack=5|duration=4}} on killing a human.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Axe]]{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Longsword]]&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}}Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.|label=Cooked cannibalism|value=+15|stack=1|duration=1}} on eating a meal made with human flesh&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate the meat of another human, raw, like an animal. It was so... succulent.|label=Raw cannibalism|value=+20|stack=1|duration=1}} on eating raw [[human meat]] (including human corpses, although this may still trigger the {{Thought|desc=I had to eat the flesh of a dead creature without even butchering or cooking it.|label=Ate corpse|value=-12|stack=1|duration=1}} penalty)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 30-60 [[human meat]]&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[skull]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1 [[heart]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Shooting]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I hate shooting from a distance. I want to get up close and personal!|label=Brawler has ranged weapon|value=-10|stack=1}} while wielding a ranged weapon&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Disallows [[shooting]] [[passion]]s&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[knife]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]] (who have a gene which forces the Wimp trait), hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]] {{IdeologyIcon}}, reverting mood from pain to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Delicate (gene)|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* See also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[schematic]]&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[textbook]]&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a mood-caused [[mental break]] other than [[Mental_break#Catatonic_breakdown|Catatonia]] or [[Mental_break#Run_wild|Run Wild]] ends.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} (permanent)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
NOTE: Inspirations from this trait cannot be triggered by mental breaks caused by any reason other than mood, e.g. [[Psychic insanity lance|psychic insanity lances]], [[Psycasts|psycasts]] {{RoyaltyIcon}}, [[Genes|genes]] {{BiotechIcon}}, or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]] {{AnomalyIcon}} and [[Tome|Tomes]] {{AnomalyIcon}} are the sole exceptions to this rule.&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 10-20 [[dye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Can use a unique 'Kind Words' social interaction, inflicting {{Thought|desc=I've been bestowed with kind words! What a nice person!|label=Kind words|value=+5|multi=0.9|stack=10|duration=2}} and gaining {{+|15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same Kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, Kind Words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[Beauty (pawn)|beauty]], Annoying voice, Creepy breathing or [[disfigurement]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' 2.3x as likely to Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills#Social|Social]]'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-10%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} [[social|opinion]] of men&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} [[social|opinion]] of women&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=We just denied someone's request to join us. I hope they make it.|label=Denied joining|value=-3|multi=0.75|stack=5|duration=6}} penalty from rejecting a pawn that wants to join the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood based on the number of human pawns (including children, guests, and prisoners) in the colony. Humans on other maps, in caravans or inside a [[Cryptosleep casket]]/[[Transport pod]]/[[Biosculpter pod]] {{IdeologyIcon}}/[[Growth vat]] {{BiotechIcon}}/[[Gene extractor]] {{BiotechIcon}}/[[Subcore softscanner]] {{BiotechIcon}}/[[Subcore ripscanner]] {{BiotechIcon}} do not count. [[Ghoul]]s {{AnomalyIcon}} do not count.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Starting colonists in the [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario will always have this trait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Human Count !! Mood  !! Human Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Gay/Bisexual/Asexual sexuality traits are unique in that they are the only ones that can generate after the 3 trait limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* See also the [[#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm fascinated by drugs. I want to experience them more./I'm fascinated by drugs. I want to experience them a lot harder./I'm fascinated by drugs. I want them! More intensity!|label=Chemical hunger|value=-4|value2=-8|value3=-12|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm fascinated by drugs, and I love satisfying my desires./I'm fascinated by drugs, and I am fully satisfied with my drug consumption.|label=Chemical satisfaction|value=+3|value2=+6|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm interested in drugs. I want to try more./I'm interested in drugs. I want to experience a lot more./I'm interested in drugs. I want to consume drugs really badly.|label=Chemical hunger|value=-2|value2=-4|value3=-6|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm interested in drugs. I enjoyed satisfying my desire./I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently.|label=Chemical satisfaction|value=+1|value2=+3|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on drug binges&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Cannot be directed to take non-medical drugs unless they have a [[Genes#Alcohol dependency|genetic dependency]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean.|label=Forced to take drugs|value=-20|stack=1|duration=6}} when administered a drug, and {{--|30}} opinion of the doctor who did the operation for 60 days.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{--|25}} [[social|opinion]] of any pawns with any addiction&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with chemical interest&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with chemical fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|5}} [[social|opinion]] of any pawns without the same trait or hard worker&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|5}} [[social|opinion]] of any pawns without the same trait or industrious&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy Inspiration]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'sanguine' trait.|label=Sanguine|value=+12|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'optimist' trait.|label=Optimist|value=+6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Pessimist|value=-6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Depressive|value=-12|stack=1}} (permanent)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold. Mutually exclusive with [[Too smart]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x25%}}&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x50%}}&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x200%}}&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x300%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
| 1 [[bolt-action rifle]]&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
| 1 [[autopistol]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+80%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+40%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| {{Down|-50%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| {{Down|-100%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Medical|Medical skill]] {{+|4}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Randomly catches diseases independently from rest of the colony}}, with an MTB of 30 days. The caught disease is one that can be randomly acquired in the current biome, using the same weighting system as normal random disease incidents.&lt;br /&gt;
| 2-5 [[medicine]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;5-10 [[penoxycyline]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creepjoiner traits ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.&lt;br /&gt;
&lt;br /&gt;
=== Positive traits ===&lt;br /&gt;
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Perfect memory&amp;quot;&lt;br /&gt;
! Perfect Memory&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| Skills cannot decay&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Perfect Human&amp;quot; benefit, which also comes with the Industrious trait and a starting level of 14-18 for each skill.&lt;br /&gt;
|- id=&amp;quot;Occultist&amp;quot;&lt;br /&gt;
! Occultist&lt;br /&gt;
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when s/he gets the chance.&lt;br /&gt;
| [[Study Efficiency]] {{+|100%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Entity Study Rate]] {{+|50%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Can perform an &amp;quot;occult teaching&amp;quot; random social interactions, giving +1 dark research. This has a cooldown of 1 day; when off cooldown, it will always be the next random social interaction chosen.&lt;br /&gt;
|- id=&amp;quot;Joyous&amp;quot;&lt;br /&gt;
! Joyous&lt;br /&gt;
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.&lt;br /&gt;
| {{+|20}} opinion from other pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Joybringer&amp;quot; benefit, which precludes the &amp;quot;Disturbing&amp;quot; downside.&lt;br /&gt;
|- id=&amp;quot;Body mastery&amp;quot;&lt;br /&gt;
! Body Mastery&lt;br /&gt;
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned his/her eyes completely white.&lt;br /&gt;
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled.&amp;lt;br&amp;gt; Note: Because a pawn's mood is partially averaged by their needs, having less needs can render them more prone to mood swings. &amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Eyes are white&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative traits ===&lt;br /&gt;
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Disturbing&amp;quot;&lt;br /&gt;
! Disturbing&lt;br /&gt;
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to him/her is often upsetting.&lt;br /&gt;
| {{Bad|-}} ''':''' Only ever selects the &amp;quot;strange chat&amp;quot; type when doing random social interactions, giving {{Thought|desc=OTHER is talking nonsense. Is s/he insane?|label=OTHER rambling|value=-2|multi=0.75|stack=20|duration=1}} to any non-[[hearing|deaf]], non-[[inhumanized]] pawns in 9.9 cells radius. Unlike most other interaction types, strange chats can be performed without an explicit recipient. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Disturbing&amp;quot; downside, which is precluded by the &amp;quot;Joybringer&amp;quot; benefit.&lt;br /&gt;
|- id=&amp;quot;Void fascination&amp;quot;&lt;br /&gt;
! Void Fascination&lt;br /&gt;
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Imprisoned with entity, Monster by my bed&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such a magnificent creature. So much mystery. So much power.|label=Captured entity|value=+6|stack=1}} while there is at least one captured entity in the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[Mental_break#Entity_liberator|entity liberator]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Entity liberation breaks randomly occur with an MTB of 60 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Void]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[#Transhumanist|transhumanist]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s. Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rebalance brawler trait to offset skill more than mood - mood penalty for using ranged weapon decreased from {{--|20}} to {{--|10}}, shooting accuracy penalty increased from {{--|4}} to {{--|10}}. Added “pyro used fire weapon” thought {{+|8}} mood. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=172098</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=172098"/>
		<updated>2025-11-19T02:51:31Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Containment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Devourer&lt;br /&gt;
| image = Devourer.png&lt;br /&gt;
| description = A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 90&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 30&lt;br /&gt;
| armorheat = 20&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 250&lt;br /&gt;
| movespeed = 3.5&lt;br /&gt;
| healthscale = 7.2&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| body = Devourer&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 200&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| always violent = true&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| override should have ability tracker = true&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| disable ignite verb = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left fin&lt;br /&gt;
| attack1labelNoLocation = fin&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1part = LeftFin&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right fin&lt;br /&gt;
| attack2labelNoLocation = fin&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2part = RightFin&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = teeth&lt;br /&gt;
| attack3dmg = 15&lt;br /&gt;
| attack3ap = 0.2&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3cool = 2.5&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Devourer&lt;br /&gt;
| label = devourer&lt;br /&gt;
}}&lt;br /&gt;
'''Devourers''' are an [[entity]] added in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Devourers occasionally raid the colony as part of the Devourer attack event (which only requires a level 1 Monolith to generate), and can also be part of the final raids of the anomaly ending. Devourer attacks can also emerge from water.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|section=1|reason=Separate swallowing/digestion summary subsection from combat summary}}&lt;br /&gt;
Similar to mech raids, devourers may spawn from ocean and river tiles even if a raid normally would not be able to spawn due to deep ocean water. This can be a nasty surprise for players who prioritized defenses against normal raids coming in from the map edge. {{Check Tag|verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
[[File:Devourer leap radius.png|thumb|left|White tiles showing full leap radius]]Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will choose a target within 9.9 tiles, leap at it, and instantly swallow it whole upon landing. It is possible to avoid being swallowed by using a [[Jump pack]],{{RoyaltyIcon}} or [[Longjump legs]],{{BiotechIcon}} or similar abilities invulnerability frames during the devourer's leap attack. You cannot outrun the leap once it has started, no matter what the move speed. The devourer will then prioritize a different target upon landing.{{Check Tag|Clarification needed|If it devours the pawn, or if it doesn't? What does prioritize actually mean in this context? unsuccessful swallow attempt atill triggera cooldown?}} A devourer cannot swallow any pawn with a body size greater than 2.5. Once the devourer has swallowed its target, it will not move so long as it is digesting, making it vulnerable to retaliation. The swallowed pawn will be digested over time at a rate related to their body size, receiving acid burns. The rate at which a creature is digested is linearly interpolated between three different points - 10 seconds to digest a pawn with a body size of 0.2, 30 seconds for a pawn with a body size of 1, and 43 seconds for a pawn with a body size of 2.15. The devourer is capable of swallowing and digesting [[mechanoid]]s. &lt;br /&gt;
&lt;br /&gt;
If a devourer catches [[fire]], is affected by [[vertigo pulse]]{{RoyaltyIcon}}, is downed, or is killed, it will immediately regurgitate whatever it has swallowed. The devourer's swallowing attack has a cooldown of 1.44 hours.{{Check Tag|Ticks?|Specific ticks would let us stat the exact game time and IRL time}}&lt;br /&gt;
&lt;br /&gt;
Devourers have a [[psychic sensitivity]] of 200% and a bleed rate factor of 50%. They are immune to [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
Devourers are quite destructive, and will smash up player-owned buildings, walls, or doors, if they cannot find any pawns to attack.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The devourer yields 4 [[bioferrite]] and 800W per day. Minimum containment strength of 90 - it requires a [[holding platform]]. They have a base escape {{MTB}} of 60 days.&lt;br /&gt;
&lt;br /&gt;
They can be studied for 2 Advanced dark study every {{ticks/gametime|120000}}&lt;br /&gt;
&lt;br /&gt;
===Study points comparison===&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=150&lt;br /&gt;
|title=Advanced study points of entities at different containment levels&lt;br /&gt;
|type=line&lt;br /&gt;
|colors = {{{color|purple, gray, black, red, blue}}}&lt;br /&gt;
|xAxisTitle=Containment strength&lt;br /&gt;
|xAxisMin = 50&lt;br /&gt;
|xAxisMax = 150&lt;br /&gt;
|yAxisTitle= Study points&lt;br /&gt;
|yAxisMin=0&lt;br /&gt;
|yAxisMax=4.5&lt;br /&gt;
|xGrid=&lt;br /&gt;
|yGrid=&lt;br /&gt;
|legend=&lt;br /&gt;
|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150&lt;br /&gt;
|y1={{Entity Research Points/Data points|Devourer}}&lt;br /&gt;
|y1Title=Devourer&lt;br /&gt;
|y2={{Entity Research Points/Data points|Metalhorror}}&lt;br /&gt;
|y2Title=Metalhorror&lt;br /&gt;
|y3={{Entity Research Points/Data points|Revenant}}&lt;br /&gt;
|y3Title=Revenant&lt;br /&gt;
|y4={{Entity Research Points/Data points|Chimera}}&lt;br /&gt;
|y4Title=Chimera&lt;br /&gt;
|y5={{Entity Research Points/Data points|Noctol}}&lt;br /&gt;
|y5Title=Noctol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.&lt;br /&gt;
&lt;br /&gt;
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.&lt;br /&gt;
&lt;br /&gt;
If you have a stone door as the gate of your base, you can safely kill off any number of devourers by baiting them in one by one. Put a pawn that can take damage at the door as bait, and other pawns away from it. When a devourer is nearly in range, move the bait inside so that the door closes behind them. Because stone doors are slow, 1-2 devourers will still jump through before it closes. They will be isolated because other devourers will be blocked by the door. After killing them, you can repeat to kill the remaining ones. Remember to make sure the door never get blocked from closing, always move the bait inside before the devourer jump, and occasionally repair the damage to the door.&lt;br /&gt;
&lt;br /&gt;
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes [[kiting]] viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.&lt;br /&gt;
&lt;br /&gt;
If you have a [[mechanitor]]{{BiotechIcon}} in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters. A&lt;br /&gt;
[[war queen]]'s{{BiotechIcon}} [[war urchin]]s{{BiotechIcon}} can serve as incredibly cheap fodder to bait the devour attack.&lt;br /&gt;
[[Scorcher]]s{{BiotechIcon}} can be highly effective in forcing devourers to regurgitate swallowed pawns or mechs. The high rate of fire of scorchers, as well as their low resource and bandwidth cost, make them cost-efficient counters to the devourer's most dangerous attack. Similarly, pawns armed with [[hellcat rifle]]s or [[incinerator]]s can be used on devourers that are actively digesting. [[Tesseron]]s{{BiotechIcon}} can also be effective at lighting devourers on fire, and have considerably longer range than scorchers. Additionally, the devourer is incapable of swallowing the larger mechs. For example, if you use a [[Diabolus]]{{BiotechIcon}} or a [[War_queen|War Queen]]{{BiotechIcon}} to tank, you can force the devourer to stay in melee combat while other mechanoids or colonists shoot at it. Some medium sized mechs, such as the [[Pikeman]]{{BiotechIcon}} or [[Scyther]]{{BiotechIcon}}, can be swallowed and go through a full digestion cycle without dying, allowing them to be swallowed a second time. If they do go through that cycle and survive, they still take significant damage and are likely to lose a body part.&lt;br /&gt;
&lt;br /&gt;
Similarly, devourers can be countered with attack animals. Spammable animals like dogs are numerous and expendable enough to be used as a distraction, similar to labor mechanoids. Larger animals like elephants work even better; they're too big to be swallowed and are too sturdy for devourers to kill with their feeble melee attacks.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have at least one colonist behind the main lines with a weapon capable of lighting fires, like an [[Incinerator]] or [[Molotov cocktails]], to force devourers to regurgitate colonists if any are at risk of being digested before your fighters can down it. [[Plasmasword]]s{{RoyaltyIcon}} are an ideal choice for any melee pawns, and colonists with the [[Fire spew]]{{BiotechIcon}} gene will be able to force multiple devourers to regurgitate at once. With [[Royalty]] installed, pawns using [[Vertigo pulse]]{{RoyaltyIcon}} force all affected devourers to release swallowed colonists. [[Invisibility|Invisible]] pawns will not be targeted and are especially effective when armed with fire weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
&lt;br /&gt;
Due to their very high health and body size, devourers are very likely to be downed via pain, rather than outright dying to a destroyed body part, and are less likely to bleed out before you can tend to them. This may make them significantly easier to capture than other entities. They also have the highest power yield of all entities and provide advanced research.&lt;br /&gt;
&lt;br /&gt;
Their high containment strength requirement means that security door and holding platforms are needed to contain them for long periods of time. Their swallow ability makes them dangerous in case of escape, especially when many {{PAGENAME}}s are in the same room. But their tox gas vulnerability means that an [[IED tox trap]]{{BiotechIcon}} is enough to down a 9x9 room full of devourers. For this, devourers are good entities to capture once the IED tox trap is available.&lt;br /&gt;
&lt;br /&gt;
Devourers cannot be permanently downed through the removal of its fins, as the devourer's body itself adds moving capacity.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Recode|section=1|reason=Body type Devourer not supported}}&lt;br /&gt;
{{Animal Health Table|Devourer}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The Devourer is most likely inspired by Saccopharyngiforms, or more specifically the gulper eel. Just like the devourer, the gulper eel lunges at prey to swallow it whole.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer east.png|East&lt;br /&gt;
Devourer north.png|North&lt;br /&gt;
Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Digesting ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer Closed east.png|East&lt;br /&gt;
Devourer Closed north.png|North&lt;br /&gt;
Devourer Closed south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Dessicated ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Devourer east.png|East&lt;br /&gt;
Dessicated Devourer north.png|North&lt;br /&gt;
Dessicated Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Prior to this version, the devourer's consume leap attack could not be used while standing on barricades, sandbags, columns, trees, chunks, or similar objects. As of this version and later, this restriction has been removed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Roles&amp;diff=160847</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Roles&amp;diff=160847"/>
		<updated>2025-04-07T19:36:48Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: /* Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|section=1|reason=1) Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof 2) Ability details}}&lt;br /&gt;
{{See also|Ideoligion}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: '''Leader''' and '''Moral Guide'''. There can be only 1 leader globally, and 1 Moral Guide per ideoligion.&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
When creating an ideoligion, a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with &amp;quot;&amp;lt;Role Name&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
* Pawns can only hold one role at a time.&lt;br /&gt;
* All roles lose [[Certainty]] at 50% the normal rate.&lt;br /&gt;
* Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent {{--|4}} &amp;quot;''Want &amp;lt;Role Name&amp;gt; apparel''&amp;quot; mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the [[war mask]] and [[tribal headdress]] as apparel options, while only New Arrivals colonies can select the [[slicecap]] and [[beret]] {{RoyaltyIcon}}.&lt;br /&gt;
* A simple ritual is required to assign, remove, or change a role.&lt;br /&gt;
&lt;br /&gt;
Removing a role from a pawn causes a {{--|15}} &amp;quot;''Lost &amp;lt;Role Name&amp;gt; role''&amp;quot; moodlet for 10 days.{{Check Tag|Detail Needed|Does this happen when changing roles and if so, in all instances of role chances. Spec to Spec, Spec to leader, spec to Moral guide, etc.}} This does not happen when changing from a moral guide to leader.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Roles ==&lt;br /&gt;
The leader and moral guide roles are mandatory and cannot be removed. You can have 1 leader across all your colonists, even of different ideoligions. You can have 1 moral guide per ideoligion in your colony, so long as the role is activated.&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
{{Stub|section=1|reason=General, but also &amp;quot;Leader Resentment&amp;quot; thoughts in Thoughts_IdeoRole.xml}}&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{Ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders receive a flat +2% to [[Trade Price Improvement]] when they act as [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]] {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Leaders have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Leader speech&amp;quot;&lt;br /&gt;
! Leader Speech&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|64px]]&lt;br /&gt;
| A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
* The leader must be able to speak to use this ability.&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work Drive&amp;lt;br/&amp;gt;[[File:WorkDrive.png|64px]]&lt;br /&gt;
| Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50% {{Check Tag|Detail needed|Targeting, duration etc.}}&lt;br /&gt;
* The leader can use this ability even if he is unable to speak.&lt;br /&gt;
|- id=&amp;quot;Combat command&amp;quot;&lt;br /&gt;
! Combat Command&amp;lt;br/&amp;gt;[[File:CombatCommand.png|64px]]&lt;br /&gt;
| Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
* The leader can use this ability even if he is unable to speak.&lt;br /&gt;
|- id=&amp;quot;Trial&amp;quot;&lt;br /&gt;
! Trial&amp;lt;br/&amp;gt;[[File:Trial.png|64px]]&lt;br /&gt;
| A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
* The leader must be able to speak to use this ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Moral guide ===&lt;br /&gt;
{{Stub|section=1|reason=More ability details}}&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers.&lt;br /&gt;
&lt;br /&gt;
It requires at least 3 colonists with the same ideoligion to activate: [[Slave]]s, [[prisoners]], and quest lodgers do not count. Activation allows the moral guide role to be assigned, but pawns with that ideology receive {{--|5}} &amp;quot;''No &amp;lt;Role Name&amp;gt;''&amp;quot; when the role is unfilled. This requirement persists, even if follower count diminishes, until there's only 1 pawn of that ideoligion left. There is a short grace period when starting the game before the [[mood]]let is applied.&lt;br /&gt;
&lt;br /&gt;
Unlike Leaders, Moral Guides are '''not''' restricted to any Supreme gender selected, the game could randomly add this restriction, but the player could choose the desired option by regenerating the role.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
Moral guides have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
Moral guides get a 2x multiplier to the efficacy of their [[Conversion]] attempts.&lt;br /&gt;
&lt;br /&gt;
Moral guide abilities share a cooldown of {{Ticks|180000}}, or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Convert&amp;quot;&lt;br /&gt;
! Convert&amp;lt;br/&amp;gt;[[File:Convert.png|64px]]&lt;br /&gt;
| Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || &lt;br /&gt;
Choose a target who does not share the moral guide's ideoligion. The moral guide will walk over to him and preach for a while.&lt;br /&gt;
* The target's [[Certainty]] is reduced by a certain amount, taking into account things like the moral guide's [[Conversion Power]] and the target's [[Global Certainty Loss Factor]] (see [[Conversion]] for details).&lt;br /&gt;
* If the ability would bring the target's Certainty to 0 or below, he is converted to the moral guide's ideoligion.&lt;br /&gt;
|- id=&amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
! Conversion Ritual&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|64px]]&lt;br /&gt;
| Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || Perform a [[Rituals|Conversion ritual]] on a target who does not share the moral guide's ideoligion.&lt;br /&gt;
* The Conversion ritual can only be started if the Convert ability is not on cooldown.&lt;br /&gt;
* Depending on the outcome, the target may gain or lose [[Certainty]]. If a loss would bring his certainty to 0 or below, he is converted to the moral guide's ideoligion.&lt;br /&gt;
* The ritual, unlike the Convert ability, is not affected by [[Conversion Power]] or [[Global Certainty Loss Factor]]. Instead, the moral guide's [[Social Impact]] and convertee's [[expectations]], as well as the participant count and room [[impressiveness]],  determine the outcome.&lt;br /&gt;
* Cooldown: The ritual has a reduced quality if repeated within 20 days. In addition, performing the ritual triggers the 3 day cooldown of the Convert ability.&lt;br /&gt;
|- id=&amp;quot;Counsel&amp;quot;&lt;br /&gt;
! Counsel&amp;lt;br/&amp;gt;[[File:Counsel.png|64px]]&lt;br /&gt;
| Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|- id=&amp;quot;Reassure&amp;quot;&lt;br /&gt;
! Reassure&amp;lt;br/&amp;gt;[[File:Reassure.png|64px]]&lt;br /&gt;
| Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Preach health&amp;quot;&lt;br /&gt;
! Preach Health&amp;lt;br/&amp;gt;[[File:PreachHealth.png|64px]]&lt;br /&gt;
| Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] {{+|25%}}&lt;br /&gt;
* [[Injury Healing Factor]] {{+|25%}}&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns who share the moral guide's ideoligion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Specialists ==&lt;br /&gt;
Specialists are roles that focus on a specific type of task in detriment of all others. Each role requires a minimum skill of 6 in the relevant area of expertise and the ability to perform activities relevant to the role. In exchange of large bonus and a special ability related to the selected area, one or more work types are disabled.&lt;br /&gt;
&lt;br /&gt;
Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !! Disabled Work Types !! Ability !! Ability Description !! Ability Effect&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! Shooting Specialist&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png]]&lt;br /&gt;
| A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Shooting&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Marksman Command&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|64px]]&lt;br /&gt;
| Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! Animals Specialist&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png]]&lt;br /&gt;
| A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Animal personhood]]&lt;br /&gt;
* [[Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance{{Check Tag|Hunt?|Report that this applies to both hunting revenge and tame fail - Confirm and state explictly}}&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Animal Calm&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|64px]]&lt;br /&gt;
| Use unique methods of connecting with animals to calm a maddened beast. ||&lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png]]&lt;br /&gt;
| A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medical|Medical skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
! Immunity Drive&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|64px]]&lt;br /&gt;
| Offer moral support that energizes the body, boosting someone's immunity gain for one day. || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png]]&lt;br /&gt;
| A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] {{+|7}}&lt;br /&gt;
* [[Melee Dodge Chance]] {{+|7}}&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
! Berserk Trance&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|64px]]&lt;br /&gt;
| The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]]&lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{Ticks|7500}} or until [[Downed]]&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! Mining Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMining.png]]&lt;br /&gt;
| A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
! Mining Command&amp;lt;br/&amp;gt;[[File:MiningCommand.png|64px]]&lt;br /&gt;
| Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! Plants Specialist&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png]]&lt;br /&gt;
| A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[High life]]&lt;br /&gt;
* [[Nature primacy]]&lt;br /&gt;
* [[Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
! Farming Command&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|64px]]&lt;br /&gt;
| Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! Production Specialist&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png]]&lt;br /&gt;
| A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
* [[Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] ≥ 6 OR [[Skills#Crafting|Crafting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Construction OR&lt;br /&gt;
** Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level{{Ref label|Quality|1}}&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Production Command&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|64px]]&lt;br /&gt;
| Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! Research Specialist&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png]]&lt;br /&gt;
| A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intellectual|Intellectual skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Research Command&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|64px]]&lt;br /&gt;
| Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Quality|1}} This affects the quality of every item the pawn creates, including [[sculptures|Art]], despite the tooltip only listing Crafting and Construction.&lt;br /&gt;
:{{note|SpecialistCommandEffectOnCaster|2}} The caster won't benefit from their own ability, but will benefit from the same ability from a different caster. Doesn't stack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Death_refusal&amp;diff=160814</id>
		<title>Death refusal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Death_refusal&amp;diff=160814"/>
		<updated>2025-04-04T13:19:57Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub| reason = needs more information. will 'family member died' moodlets disappear after the family member pops back up?}}&lt;br /&gt;
&lt;br /&gt;
Death refusal is a hediff that revives a pawn shortly after they die.&lt;br /&gt;
[[File:Death refusal.png|Self resurrection Gizmo|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Aquisition ==&lt;br /&gt;
Death refusal can be applied to a pawn after researching the death refusal [[Research#Death refusal|research project]] through the [[Psychic rituals#imbue death refusal|imbue death refusal psychic ritual]] after discovering an [[unnatural corpse]]. This lowers the target's skills by a certain amount depending on how bad the quality of the ritual is.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attacking members of the [[horax cult]] also can have 0-1{{Check Tag|Verify|Is it possible for them to have two or more?}} death refusals on them{{Check Tag|Chance?|What percentage of cultists have death refusals? Is it tied to wealth?}}.&lt;br /&gt;
&lt;br /&gt;
When choosing the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] Anomaly [[endings|ending]], the pawn you send gains four instances of death refusal.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A few seconds after a pawn with at least one death refusal dies, the message &amp;quot;NAME is using death refusal to self-resurrect&amp;quot; appears, they shake for a few seconds, and then they are revived. Any vital organs that were destroyed are replaced, although non-vital organs, like eyes or arms, are not{{Check Tag|Verify}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death refusal sickness ===&lt;br /&gt;
[[Hediffs#Death refusal sickness|Death refusal sickness Hediff]]&lt;br /&gt;
&lt;br /&gt;
After using death refusal, a pawn gains death refusal sickness.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Label&amp;lt;br /&amp;gt;(''Noun'')&amp;lt;br /&amp;gt;''Pretty Label'' !! style=&amp;quot;max-width: 500px;&amp;quot; | Description&amp;lt;br /&amp;gt;(''Short'') !! Details !! Stages&lt;br /&gt;
|- id=&amp;quot;Death refusal sickness&amp;quot; &amp;lt;!-- defName=&amp;quot;DeathRefusalSickness&amp;quot; --&amp;gt;&lt;br /&gt;
! Death refusal sickness&lt;br /&gt;
| After-effects of death refusal. This person has returned from the dead.&lt;br /&gt;
| '''Disappears After Ticks:''' {{Ticks/gametime/days|60000}}&amp;lt;br /&amp;gt;'''Show Remaining Time:''' {{Good|true}}&lt;br /&gt;
| '''Pain Offset:''' {{++|5%}}&amp;lt;br /&amp;gt;'''[[Consciousness]] Post Factor:''' {{Bad|95%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&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>RepeatingDigits</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_grass&amp;diff=160779</id>
		<title>Anima grass</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_grass&amp;diff=160779"/>
		<updated>2025-04-02T20:19:32Z</updated>

		<summary type="html">&lt;p&gt;RepeatingDigits: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Main|Anima tree}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| name = Anima grass&lt;br /&gt;
| image = Anima grass a.png&lt;br /&gt;
| description = A grass infused with luminous microorganisms. Tribal peoples find that anima grass grows around the base of an anima tree as they meditate. It seems to reflect some kind of strengthening of the tree's psychic power.&amp;lt;br/&amp;gt;Offworld scientists have tried to study the phenomenon, but the grass degenerates into normal plant matter when observed too closely.&amp;lt;br/&amp;gt;Animals refuse eat{{Sic}} anima grass. Tribal stories say this is done out of respect and fear.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 1&lt;br /&gt;
| lifespanDaysPerGrowDays = 60&lt;br /&gt;
| harvest work = 40&lt;br /&gt;
| min fertility = 0.02&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Anima grass''' grows from [[anima tree]]s when it is meditated under by a pawn with the natural [[psyfocus]]. Unlike anima trees, anima grass is ''not'' immune to [[toxic fallout]], [[fire]] or rot from the continued absence of [[light]]. &lt;br /&gt;
&lt;br /&gt;
Once twenty anima grass has grown, a pawn may use the tree to gain a [[psylink]] level, consuming some or all of the grass. See [[Anima tree]] for details. If unused,  the grass will die after {{P|Lifespan}} days.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Anima grass a.png|Anima grass variant A&lt;br /&gt;
Anima grass b.png|Anima grass variant B&lt;br /&gt;
Anima grass c.png|Anima grass variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Added anima grass growth rate from meditation penalty to anima tree, based on proximity to artificial buildings.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>RepeatingDigits</name></author>
	</entry>
</feed>