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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-08-10T06:58:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182564</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182564"/>
		<updated>2026-08-04T16:36:43Z</updated>

		<summary type="html">&lt;p&gt;SCD: We aren't outer wilds, we dont have to be mysterious about game mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling causes {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}.&lt;br /&gt;
** Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though it is possible to clone Void touched pawns using [[Corrupted obelisk]] in order to get multiple. Once obtained, Void touched can not be removed, not even through a [[Brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[Corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=173651</id>
		<title>Psilocap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=173651"/>
		<updated>2026-01-04T08:52:38Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, also specifically stack limit}}&lt;br /&gt;
{{About|the drug|the plant from which it is harvested|Psilocap (plant)}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| name = Psilocap&lt;br /&gt;
| image = Psilocap b.png&lt;br /&gt;
| description = The fruiting body of a hallucinogenic fungus. When eaten it produces vivid sensory experiences and lifts mood. There is a small chance to immediately induce a catatonic state, or creatively inspire the user. Psilocaps are not addictive, but can cause overdoses if eaten in large quantities.&amp;lt;br&amp;gt;Some cultures use psilocaps for religious ceremonies, while many others have outlawed the mushrooms entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 10&lt;br /&gt;
| stack limit = &lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| nutrition = 0.1&lt;br /&gt;
| days to rot = 30&lt;br /&gt;
| joy offset = 0.7&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 80&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Drug_Psilocap&lt;br /&gt;
| drug category = Social&lt;br /&gt;
| preferability = Desperate&lt;br /&gt;
}}&lt;br /&gt;
'''Psilocap''' is a [[social drug]] added by the [[Odyssey DLC]] that after consumption can either cause [[Mental_inspiration#Inspired_creativity|creative inspiration]] or [[Mental_break#Catatonic_breakdown|catatonic breakdown]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Can be harvested by cutting wild psilocap plants. These plants appear in Glowforest biome and in underground insect nests.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psilocap is a moderately potent mood enhancing social drug. Its effects can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon ingestion ===&lt;br /&gt;
{{Stub|section=1|reason= LetterInspirationBeginPsilocap, mentalbreakreason_psilocap}}&lt;br /&gt;
A pawn eating a psilocap will look for a place to sit in a four tile radius first, but will also eat it while standing if it doesn't find one. Eating a psilocap takes {{Ticks|{{P|Ingestion Time}} }}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|{{P|Nutrition}} }} [[Nutrition]]&lt;br /&gt;
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:&lt;br /&gt;
** {{+|20%}} [[Chemical need]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.6}} * 0.25}} to +{{%|{{#var:highSeverity}} }}''' Psilocap high severity, depending on tolerance ''(see &amp;quot;Psilocap high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}} }} }} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see &amp;quot;Tolerance&amp;quot; below)''&lt;br /&gt;
* A {{Bad|1%}} chance of a [[Mental_break#Catatonic_breakdown|catatonic breakdown]]&lt;br /&gt;
* A {{Good|2%}} chance of a random [[Mental_inspiration|inspiration]].{{Check Tag|Which?|Desc says &amp;quot;creative&amp;quot;, verify what types of inspiration it can cause}}&lt;br /&gt;
&lt;br /&gt;
=== Psilocap high ===&lt;br /&gt;
{{Stub|section=1|reason=Inspiration/catatonia mechanics are not currently implemented, but have been added to the unstable. To be added once moved to stable &amp;lt;!--Current mechancis per unstable: Side effects are ONLY rolled immediately at time of ingestion. 4% chance of catatonia, 6% chance of inspiration. There's a psilocap-specific letter for each outcome--&amp;gt;}}&lt;br /&gt;
{{Recode|section=1|reason=Times until and from}}&lt;br /&gt;
{{Quote|&amp;quot;Chemicals from psilocap spores, possibly inhaled from the air, are causing this person to experience subtle hallucinations that distort their perception of reality.&amp;quot;|Psilocap high description}}&lt;br /&gt;
&lt;br /&gt;
Each psilocap increases the psilocap high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}} }}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.92}} }} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24)}} }} and {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}. The maximum severity of an psilocap high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}}  round 2}} to {{#expr:1/{{#var:highSeverity}}/0.25 round 2}}&amp;amp;nbsp;psilocaps. The psilocap high severity not only sets the length of the high but also affects the symptoms. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Severity range !! Mood !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! Minor&lt;br /&gt;
| 0% - 24% &lt;br /&gt;
| {{Thought|desc=My emotions feel stronger and warmer.|label=psilocap hallucinations|value=+5|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| 25% - 84%&lt;br /&gt;
| {{Thought|desc=All my senses seem to blend together. Everything is connected...|label=psilocap hallucinations|value=+14|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-20%}} [[Global Work Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| {{Thought|desc=My mind is open. I feel everything. I am the universe.|label=psilocap hallucinations|value=+24|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|35% Max}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-50%}} [[Global Work Speed]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without any tolerance, a dose of psilocap will last for {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}.&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;An acquired tolerance to psilocap. The more severe this tolerance is, the more psilocap it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
Each psilocap consumed increases the tolerance of the pawn by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in tolerance = {{%|{{#var:toleranceSeverityOffset}} }} / body size&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.02}} }} per day.&lt;br /&gt;
&lt;br /&gt;
See the ''&amp;quot;Psilocap high&amp;quot;'' section for how tolerance affects psilocap high severity. Otherwise tolerance against psilocap has no ongoing effects.&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Psilocap is not addictive, and will never cause addiction even at 100% tolerance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Its appearance in [[hive queen]]'s cave is a subtle hint of its purpose. As suggested in the description, getting high all day on psilocap is a healthy way to farm for inspiration instead of [[yayo]] or [[beer]]. With a variety of legendary animals like [[alpha thrumbo]] and [[hive queen]] to tame, stock of psilocap will help a lot to get the taming inspiration needed.&lt;br /&gt;
&lt;br /&gt;
Psilocaps provide a powerful but risky option for managing moods and pawns with chemical interests/fascinations. All psilocap use comes with a consciousness penalty which reduces all pawn capabilities, and the 1% chance of a catatonic breakdown on use means that setting drug policies that allow pawns to take psilocaps on their own initiative might be a bad idea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psilocap a.png|One psilocap&lt;br /&gt;
Psilocap b.png|Stack of psilocap&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;
* [[Version/1.6.4528|1.6.4528]] - When consumed, psilocaps now correctly have a small chance to inspire colonists or induce a catatonic state, matching their in-game description. Previously, no such mechanic existed.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Reduced psilocap catatonic breakdown chance from 4% to 1% and psilocap creative inspiration chance from 6% to 2%.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bad_ideas&amp;diff=171887</id>
		<title>Bad ideas</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bad_ideas&amp;diff=171887"/>
		<updated>2025-11-13T11:40:52Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Bad Ideas */  it has joke tag for the reason, no?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- In the spirit of https://nethackwiki.com/wiki/Lessons_learned_the_hard_way from the nethack wiki, I present! --&amp;gt;&lt;br /&gt;
{{Humour}} &amp;lt;!-- Fuck the british spelling of the word humor for this template, it's HUMOR --&amp;gt;&lt;br /&gt;
=Life on the Rim is hard=&lt;br /&gt;
Food. Shelter. The desire to enjoy a succulent lavish meal while seated at a table. In a life where one's thinking time on the meditation throne can be rudely and callously interrupted by the arrival of uncouth gentleman callers with heavy weaponry looking to enrich themselves on the bounty you worked so hard to earn, it is important to recognize one important truth.&lt;br /&gt;
&lt;br /&gt;
=Your own Stupidity is your greatest weakness=&lt;br /&gt;
It is said that safety regulations are written in blood. Usually that blood is shed by the thankless and tireless prole forced to begrudgingly labor under an inhumane system that wantonly exploits their noble toil so the capitalist pigskin may binge on yayo and the company of highmates, but on the Rim the blood shed is frequently your own. If you'd prefer to learn from the costly mistakes of others so that your insides remain *inside*, closely read the following.&lt;br /&gt;
&lt;br /&gt;
=Bad Ideas= &lt;br /&gt;
&amp;lt;!--We'll probably want to categorize this list someday--&amp;gt;&lt;br /&gt;
* Leaving [[Orbital_power_beam_targeter|dangerous]] [[Orbital_bombardment_targeter|weapons]] where escaped prisoners might be able to reach them.&lt;br /&gt;
* Storing [[chemfuel|anything]] [[Unstable power cell|that]] [[Mortar shell|likes]] [[Antigrain_warhead|to]] [[boomalope|explode]] when damaged or lit on fire or killed in unsafe places&lt;br /&gt;
* [[Butcher table]]s and [[Stonecutter's_table|stonecutting tables]]&amp;lt;!--IMO apostrophes never belong in article names, man wtf--&amp;gt; don't belong in the same room as your stove&lt;br /&gt;
* Forcing pawns to work through [[Infection]]s (and to a lesser extent, other [[disease]]s) without good reason.&lt;br /&gt;
* Building numerous [[Orbital_scanner|orbital scanners]]- their effects do not stack&lt;br /&gt;
* Allowing pawns to linger in areas with [[rot stink]].&lt;br /&gt;
* Sending a [[shuttle]] to a location far enough away that it burns enough chemfuel that it can't make a return trip&lt;br /&gt;
* Trusting the auto-select items for a caravan setting to make smart decisions&lt;br /&gt;
* Unintentionally cremating that [[unnatural corpse]]&lt;br /&gt;
* Intentionally cremating that [[unnatural corpse]]&lt;br /&gt;
* Zoning pawns away from [[nociosphere]]s, [[Obelisk]]s, or [[fleshmass nucleus|fleshmass nuclei]], which all require suppression, and then forgetting to undo the zoning once danger has passed&lt;br /&gt;
* Maybe don't let [[creepjoiner]]s immediately doctor, warden, or cook for your colony.&lt;br /&gt;
* Hunting with a [[chain shotgun]] practically guarantees a manhunter revenge&lt;br /&gt;
* Failing to strategically place [[firefoam popper]]s around your base&lt;br /&gt;
* Forgetting that kids default to the social drugs policy and have different addiction chances due to reduced body size (so maybe don't let them sip [[psychite tea]])&lt;br /&gt;
* Sure little Timmy can tote a gun and help out during raids but they don't make marine armor in kids sizes&lt;br /&gt;
* When you're mining and you start seeing collapsed rocks, continuing to mine said collapsed rocks without [[column|supporting the roof first]].&lt;br /&gt;
* Trusting auto-pause to ensure your colony won't collapse while you go away from the keyboard for &amp;quot;Just a few minutes&amp;quot;&lt;br /&gt;
* Getting attached to a commitment mode colony while playing on the Unstable Branch&lt;br /&gt;
* Standing between a [[uranium slug turret]] and its target.&lt;br /&gt;
* Careless use of EMP weaponry around pawns with brain or stomach bionics&lt;br /&gt;
* Retrofitting a gravship while in orbit without carefully considering what might get exposed to vacuum if you knock out that wall...&lt;br /&gt;
* Allowing animals to wander where they might decide to nibble on some [[luciferium|drug]]s.&lt;br /&gt;
* Becoming enemies with the Trader Guild and losing access to orbital trade ships&lt;br /&gt;
* Arresting a pawn from a friendly faction will make them hostile even if you intend to immediately return the arrested pawn to them via transport pod&lt;br /&gt;
* Giving a [[Sanguophages|sanguophage]] a [[plasmasword]] to wield.&lt;br /&gt;
* Keeping [[tome]]s around, especially where kids might read them&lt;br /&gt;
* Thinking that your incapable of violence pawn can use the berserk psycast.&lt;br /&gt;
* The construction of Spike Traps in places where colonists are forced walk over them.&lt;br /&gt;
&amp;lt;!--* Editing Infobox Main while sleep deprived --&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:SCD/Ultimate_Cooler_Guide&amp;diff=170391</id>
		<title>User:SCD/Ultimate Cooler Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:SCD/Ultimate_Cooler_Guide&amp;diff=170391"/>
		<updated>2025-09-22T15:11:18Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, your freezer ain't working? Or you don't know how to build it? Or you have any cooler related question? Welp, let me introduce to you '''Ultimate Cooler Guide''' (UCG for short) &amp;lt;!--I never used that shortcut ever again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you spot any mistake, or have idea how to improve this guide, feel free to do so. &lt;br /&gt;
&lt;br /&gt;
{{Icon Small|Cooler|25}}&lt;br /&gt;
&lt;br /&gt;
== How to: The basics ==&lt;br /&gt;
One [[cooler]] requires between 20 and 200 wats of [[power]], depening on how much it must cool down the target area. In order to have it working at all, it must be placed in similar way as ordinary wall, with blue arrow pointing into freezer (or any room you may want to cool down) and red arrow pointing best outside, or at least into other room. It can '''not''' point directly into a wall.&lt;br /&gt;
&lt;br /&gt;
Then, click on that [[cooler]] and using buttons in its menu select target [[temperature]]. Take note that [[cooler]] is not your average AC unit, it will not heat up the room, if it is too cold. If you want to freeze your food (so it never rots), you can set it to any number less or equal to 0 Celsius (32 Fahrenheit). -10°C or 14°F is recomended, as it offers a good breathing room as well as not causing [[Ailments#Hypothermia|Hypothermia]] in your pawn. &lt;br /&gt;
&lt;br /&gt;
If at this stage, you have any issues, make sure whole room is roofed (right most middle icon in the bottom right corner of your screen to show roof layer. Green = roof), it has no missing walls and red side of the [[cooler]] isn't too hot. Opening doors temporary lowers [[temperature]].&lt;br /&gt;
&lt;br /&gt;
=== What to freeze ===&lt;br /&gt;
Basicly, everything with spoil timer. That includes most of the food as well as [[Herbal medicine|herbal medicines]], plant matter like [[psychoid leaves]] and [[psilocap]]. However, you do not need to freeze [[Hemogen pack|blood]]{{BiotechIcon}} nor [[Human_resources#Extracting_organs|organs]]. Most [[drugs]] also don't spoil.&lt;br /&gt;
&lt;br /&gt;
If your pawns aren't hauling stuffs to the freezer, make sure to tick on &amp;quot;fresh&amp;quot; in storage settings.&lt;br /&gt;
&lt;br /&gt;
=== The red side ===&lt;br /&gt;
As mentioned in start of the chapter, [[cooler]]s have both blue (cooling) and red (heating) side. [[cooler]]s aren't some magical thing that lowers the [[temperature]], they move heat from one room to the other, introduce outdoors. They won't work, if &amp;quot;output&amp;quot; room is too hot. &lt;br /&gt;
&lt;br /&gt;
If you point red side directly outdoors, congrats, you don't have to worry about anything, except raiders may destroy it. But that's nothing good gun can't solve. Other way of heat disposal, very similar is to vent it into other room with removed roof. In that case, even 1x1 room with no roof is enough for any freezer. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But hey, in winter, it is pretty cold, why not reuse that heat to heat up the base?&amp;quot; Great question. This is ''horrible'' idea. Heat output is directly dependent on how much [[cooler]] is... cooling down. In summer, when it is really hot outdoors, [[cooler]] will work much harder, reasulting in a lot of heat. In winter, it will work less, so less heat is outputed. So yea, no good with that idea.&lt;br /&gt;
&lt;br /&gt;
=== Insulation ===&lt;br /&gt;
You probably noticed that your freeze doesn't always stay cold. Its [[temperature]] is leaking into suradning rooms or even outside. Solution? Insulate your room better. The easiest way is to just double wall it. But hey, why not tripple wall it? Beacuse it just doesn't work. [[temperature]] system doesn't look past its immediate surroundings. Same thing with doors, just double it. &lt;br /&gt;
&lt;br /&gt;
On the matter of doors; what should you choose? If you have [[Odyssey]] DLC, [[Vac barrier|Vac barriers]]{{OdysseyIcon}} are straight up the best. They use same power as [[autodoors]], but let none of the [[temperature]] through. If you don't have the tech or DLC, you can just use [[autodoors]]. How well doors insulate depends on how much time they are ''not closed''. Stone doors are slow, what reasults in a lot of temperature &amp;quot;lost&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Do I need a cooler at all? ===&lt;br /&gt;
No. [[Rice|Raw rice]] or [[corn]] spoils in about half a year or more. Only [[Meal|meals]] and [[meat]] spoils in days. So just simply don't overproduce. [[Bill#Modes|Set your bills to &amp;quot;Make until X&amp;quot;]] and set it to like 4 or 8. Pawns will eat those long before they spoil, so no food loss here too.&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer quickstart.png|250px|thumb|right|Simple freezer. Red side points outside, blue one inside]]&lt;br /&gt;
&lt;br /&gt;
== How to: Not so basics ==&lt;br /&gt;
At the start, I'll anserw question about [[Events#Solar_flare|solar flares]]. You can't stop them, so they would make all your fancy meals rot, no? No. Solar never lasts more than 12h, what is not enough for any kind of food to spoil. &lt;br /&gt;
&lt;br /&gt;
=== Cooler deep, deep underground ===&lt;br /&gt;
Playing mountain colony and didn't really though how to deal with heat output as you build directly under [[Roof#Overhead_mountain_.28thick.29|mountain roof]]? Welp, you can just dig a tunnel to nearest patch of removable roof and deal with it that way. Or you can lean into dark side of exploits...&lt;br /&gt;
&lt;br /&gt;
==== The Heat Void Exploit ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains information about exploit. If you think it is cheating, don't read it '''&lt;br /&gt;
|-&lt;br /&gt;
| Place a door in the middle of your freezer. Any door. Next, point [[cooler]] heat output '''directly''' into that doors. You can point up to 3 coolers, with one empty space left. You do not need to open/close doors nor remove the roof.&lt;br /&gt;
[[File:heat_void_example.png|300px|thumb|left|Following set up represents example heat void exploit.]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Heat_void_example.png&amp;diff=170230</id>
		<title>File:Heat void example.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Heat_void_example.png&amp;diff=170230"/>
		<updated>2025-09-22T14:38:12Z</updated>

		<summary type="html">&lt;p&gt;SCD: This image shows example heat void exploit setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This image shows example heat void exploit setup&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170229</id>
		<title>User:SCD</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170229"/>
		<updated>2025-09-22T15:00:15Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have issues with your freezer, read my [[User:SCD/Ultimate Cooler Guide|Ultimate Cooler Guide]]!&lt;br /&gt;
&lt;br /&gt;
Hi, I am SCD, commonly known as Rat and uhhhhh... I guess I'll put here things i often forget&lt;br /&gt;
* DLC icons: {{RoyaltyIcon}} {{IdeologyIcon}} {{BiotechIcon}} {{AnomalyIcon}} {{OdysseyIcon}} They go after DLC content&lt;br /&gt;
&lt;br /&gt;
* [[Golden cube|Name goes second]], link first&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for info box template: https://rimworldwiki.com/wiki/Template:Infobox_main&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for formatting: https://rimworldwiki.com/wiki/Help:Wiki_markup_cheatsheet&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for images: https://www.mediawiki.org/wiki/Help:Images&lt;br /&gt;
&lt;br /&gt;
* Image list: https://rimworldwiki.com/wiki/Special:ListFiles&lt;br /&gt;
&lt;br /&gt;
* {{Check Tag|This is a check tag.|Leave me aloneeeeee}} It uses two { at start and } at end&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains a spoiler'''&lt;br /&gt;
|-&lt;br /&gt;
| Dumbledore died&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Cute {{Icon Small|Cooler|15}} icon&lt;br /&gt;
&lt;br /&gt;
: You can also do something like this to show how to use the template:&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{Check Tag|This is a check tag.|Leave me aloneeeeee}}&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:Also hello to you too :p - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 10:09, 21 September 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170225</id>
		<title>User:SCD</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170225"/>
		<updated>2025-09-22T07:56:17Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have issues with your freezer, read my [[User:SCD/Ultimate Cooler Guide|Ultimate Cooler Guide]]!&lt;br /&gt;
&lt;br /&gt;
Hi, I am SCD, commonly known as Rat and uhhhhh... I guess I'll put here things i often forget&lt;br /&gt;
* DLC icons: {{RoyaltyIcon}} {{IdeologyIcon}} {{BiotechIcon}} {{AnomalyIcon}} {{OdysseyIcon}} They go after DLC content&lt;br /&gt;
&lt;br /&gt;
* [[Golden cube|Name goes second]], link first&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for info box template: https://rimworldwiki.com/wiki/Template:Infobox_main&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for formatting: https://rimworldwiki.com/wiki/Help:Wiki_markup_cheatsheet&lt;br /&gt;
&lt;br /&gt;
* {{Check Tag|This is a check tag.|Leave me aloneeeeee}} It uses two { at start and } at end&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains a spoiler'''&lt;br /&gt;
|-&lt;br /&gt;
| Dumbledore died&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: You can also do something like this to show how to use the template:&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{Check Tag|This is a check tag.|Leave me aloneeeeee}}&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:Also hello to you too :p - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 10:09, 21 September 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:SCD/Ultimate_Cooler_Guide&amp;diff=170223</id>
		<title>User:SCD/Ultimate Cooler Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:SCD/Ultimate_Cooler_Guide&amp;diff=170223"/>
		<updated>2025-09-22T07:34:15Z</updated>

		<summary type="html">&lt;p&gt;SCD: (hopefully) full guide on coolers. If moderation have any issues to it, please DM me on discord (@Rat on Rimworld Community Server) (sorry if it was sent twice, i forgot did i hit save)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, your freezer ain't working? Or you don't know how to build it? Or you have any cooler related question? Welp, let me introduce to you '''Ultimate Cooler Guide''' (UCG for short) &amp;lt;!--I never used that shortcut ever again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you spot any mistake, or have idea how to improve this guide, feel free to do so. &lt;br /&gt;
&lt;br /&gt;
== How to: The basics ==&lt;br /&gt;
One [[cooler]] requare between 20 and 200 wats of [[power]], depening on how much it must cool down the target area. In order to have it working at all, it must be placed in similar way as ordinary wall, with blue arrow pointing into freezer (or any room you may want to cool down) and red arrow pointing best outside, or at least into other room. It can '''not''' point directly into a wall.&lt;br /&gt;
&lt;br /&gt;
Then, click on that [[cooler]] and using buttons in its menu select target [[temperature]]. Take note that [[cooler]] is not your average AC unit, it will not heat up the room, if it is too cold. If you want to freeze your food (so it never rots), you can set it to any number less or equal to 0 Celsius (32 Fahrenheit). -10°C or 14°F is recomended, as it offers a good breathing room as well as not causing [[Ailments#Hypothermia|Hypothermia]] in your pawn. &lt;br /&gt;
&lt;br /&gt;
If at this stage, you have any issues, make sure whole room is roofed (right most middle icon in the bottom right corner of your screen to show roof layer. Green = roof), it has no missing walls and red side of the [[cooler]] isn't too hot. Opening doors temporary lowers [[temperature]].&lt;br /&gt;
&lt;br /&gt;
=== The red side ===&lt;br /&gt;
As mentioned in start of the chapter, [[cooler]]s have both blue (cooling) and red (heating) side. [[cooler]]s aren't some magical thing that lowers the [[temperature]], they move heat from one room to the other, introduce outdoors. They won't work, if &amp;quot;output&amp;quot; room is too hot. &lt;br /&gt;
&lt;br /&gt;
If you point red side directly outdoors, congrats, you don't have to worry about anything, except raiders may destroy it. But that's nothing good gun can't solve. Other way of heat disposal, very similar is to vent it into other room with removed roof. In that case, even 1x1 room with no roof is enough for any freezer. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But hey, in winter, it is pretty cold, why not reuse that heat to heat up the base?&amp;quot; Great question. This is ''horrible'' idea. Heat output is directly dependent on how much [[cooler]] is... cooling down. In summer, when it is really hot outdoors, [[cooler]] will work much harder, reasulting in a lot of heat. In winter, it will work less, so less heat is outputed. So yea, no good with that idea.&lt;br /&gt;
&lt;br /&gt;
=== Insulation ===&lt;br /&gt;
You probably noticed that your freeze doesn't always stay cold. Its [[temperature]] is leaking into suradning rooms or even outside. Solution? Insulate your room better. The easiest way is to just double wall it. But hey, why not tripple wall it? Beacuse it just doesn't work. [[temperature]] system doesn't look past its immediate surroundings. Same thing with doors, just double it. &lt;br /&gt;
&lt;br /&gt;
On the matter of doors; what should you choose? If you have [[Odyssey]] DLC, [[Vac barrier|Vac barriers]]{{OdysseyIcon}} are straight up the best. They use same power as [[autodoors]], but let none of the [[temperature]] through. If you don't have the tech or DLC, you can just use [[autodoors]]. How well doors insulate depends on how much time they are ''not closed''. Stone doors are slow, what reasults in a lot of temperature &amp;quot;lost&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Do I need a cooler at all? ===&lt;br /&gt;
No. [[Rice|Raw rice]] or [[corn]] spoils in about half a year or more. Only [[Meal|meals]] and [[meat]] spoils in days. So just simply don't overproduce. [[Bill#Modes|Set your bills to &amp;quot;Make until X&amp;quot;]] and set it to like 4 or 8. Pawns will eat those long before they spoil, so no food loss here too.&lt;br /&gt;
&lt;br /&gt;
== How to: Not so basics ==&lt;br /&gt;
At the start, I'll anserw question about [[Events#Solar_flare|solar flares]]. You can't stop them, so they would make all your fancy meals rot, no? No. Solar never lasts more than 12h, what is not enough for any kind of food to spoil. &lt;br /&gt;
&lt;br /&gt;
=== Cooler deep, deep underground ===&lt;br /&gt;
Playing mountain colony and didn't really though how to deal with heat output as you build directly under [[Roof#Overhead_mountain_.28thick.29|mountain roof]]? Welp, you can just dig a tunnel to nearest patch of removable roof and deal with it that way. Or you can lean into dark side of exploits...&lt;br /&gt;
&lt;br /&gt;
==== The Heat Void Exploit ====&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains information about exploit. If you think it is cheating, don't read it'''&lt;br /&gt;
|-&lt;br /&gt;
| Place a door in the middle of your freezer. Any door. Next, point [[cooler]] heat output '''directly''' into that doors. You can point as many coolers as you can fit (so 4, not hard to figure out) and all heat will be voided. You do not need to open/close doors nor remove the roof.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170222</id>
		<title>User:SCD</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170222"/>
		<updated>2025-09-22T07:29:33Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have issues with your freezer, read my [User:SCD/Ultimate Cooler Guide|Ultimate Cooler Guide]!&lt;br /&gt;
&lt;br /&gt;
Hi, I am SCD, commonly known as Rat and uhhhhh... I guess I'll put here things i often forget&lt;br /&gt;
* DLC icons: {{RoyaltyIcon}} {{IdeologyIcon}} {{BiotechIcon}} {{AnomalyIcon}} {{OdysseyIcon}} They go after DLC content&lt;br /&gt;
&lt;br /&gt;
* [[Golden cube|Name goes second]], link first&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for info box template: https://rimworldwiki.com/wiki/Template:Infobox_main&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for formatting: https://rimworldwiki.com/wiki/Help:Wiki_markup_cheatsheet&lt;br /&gt;
&lt;br /&gt;
* {{Check Tag|This is a check tag.|Leave me aloneeeeee}} It uses two { at start and } at end&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains a spoiler'''&lt;br /&gt;
|-&lt;br /&gt;
| Dumbledore died&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: You can also do something like this to show how to use the template:&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{Check Tag|This is a check tag.|Leave me aloneeeeee}}&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:Also hello to you too :p - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 10:09, 21 September 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Zrzut_ekranu_2025-09-21_120003.png&amp;diff=170213</id>
		<title>File:Zrzut ekranu 2025-09-21 120003.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Zrzut_ekranu_2025-09-21_120003.png&amp;diff=170213"/>
		<updated>2025-09-21T10:00:33Z</updated>

		<summary type="html">&lt;p&gt;SCD: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:IED_deadlife_trap_radius.png&amp;diff=170077</id>
		<title>File:IED deadlife trap radius.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:IED_deadlife_trap_radius.png&amp;diff=170077"/>
		<updated>2025-09-21T10:12:14Z</updated>

		<summary type="html">&lt;p&gt;SCD: SCD uploaded a new version of File:IED deadlife trap radius.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
Explosive radius of [[IED deadlife trap]]&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Images - Graphics]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170074</id>
		<title>User:SCD</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:SCD&amp;diff=170074"/>
		<updated>2025-09-20T18:17:26Z</updated>

		<summary type="html">&lt;p&gt;SCD: Iiii can put this here, right...? Anyway, tell Harakoni I said hello. If this is Harakoni, hello!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I am SCD, commonly known as Rat and uhhhhh... I guess I'll put here things i often forget&lt;br /&gt;
&lt;br /&gt;
* [[Golden Cube|Name goes second]], link first&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for info box template: https://rimworldwiki.com/wiki/Template:Infobox_main&lt;br /&gt;
&lt;br /&gt;
* Cheatsheet for formatting: https://rimworldwiki.com/wiki/Help:Wiki_markup_cheatsheet&lt;br /&gt;
&lt;br /&gt;
* {{Check Tag|This is a check tag.|Leave me aloneeeeee}} It uses two { at start and } at end&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Signal_jammer&amp;diff=169634</id>
		<title>Signal jammer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Signal_jammer&amp;diff=169634"/>
		<updated>2025-09-14T13:21:01Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Summary */ as my mechhive rederict page is no longer a rederict, i also have to chnage here to direct to proper page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Signal Jammer&lt;br /&gt;
| image = SignalJammer north.png&lt;br /&gt;
| description = A signal emitter that disguises the electromagnetic signature of your gravship, allowing it to approach heavily-defended landing sites.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 400&lt;br /&gt;
| mass base = 75&lt;br /&gt;
| flammability = .3&lt;br /&gt;
| rotatable = False&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 x 2&lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = substructure&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Advanced gravtech&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 500&lt;br /&gt;
| resource 1 = Gravcore&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = steel&lt;br /&gt;
| resource 2 amount = 200&lt;br /&gt;
| resource 3 = gravlite panel&lt;br /&gt;
| resource 3 amount = 80&lt;br /&gt;
| resource 4 = advanced component&lt;br /&gt;
| resource 4 amount = 4&lt;br /&gt;
| deconstructyieldfraction = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = Odyssey&lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;Inteo text here&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Jammer must be placed on the [[Gravship]] and is required to attack [[Traders guild|Orbital Traders Guild]] and [[Endings#The_Mechhive|The Mechhive]]&lt;br /&gt;
&lt;br /&gt;
Does not provide other benefits and can not stack, so player does not need to build it, if  they never plan on attacking either of mentioned above orbital sites.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SignalJammer east.png|Facing east &lt;br /&gt;
File:SignalJammer north.png|Facing north &lt;br /&gt;
File:SignalJammer 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|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grav_engine&amp;diff=169620</id>
		<title>Grav engine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grav_engine&amp;diff=169620"/>
		<updated>2025-09-13T18:08:59Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Grav engine&lt;br /&gt;
| image = GravEngine_with_orb.png&lt;br /&gt;
| description = The ultratech heart of a gravship. The grav engine generates lift by inverting and intensifying the effect of gravity in a field around itself. This engine can lift upwards, but does not produce forward thrust. It can't function far from a large gravity well like a planet, so it is useless for interplanetary travel.&lt;br /&gt;
&lt;br /&gt;
When launched, anything on substructure that's connected to the grav engine will be transported to a new map. Without a grav anchor, launching a gravship will abandon your current map.&lt;br /&gt;
&lt;br /&gt;
Glitterworld engineers use gravships to launch orbital platforms and build skyrippers. They require massive and hyper-specialized facilities to produce, making them a rare sight outside of glitterworlds.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| hp = 800&lt;br /&gt;
| mass base = 30&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 x 3&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| path cost = 20&lt;br /&gt;
| cover = 0.6&lt;br /&gt;
| glowradius = 8&lt;br /&gt;
| glowcolor = (0,218,255,0)&lt;br /&gt;
| facility = grav field extender, pilot console, small chemfuel tank, large chemfuel tank, small thruster, large thruster, fuel optimizer, signal jammer, pilot subpersona core, gravship shield generator&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| constructable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
| defName = GravEngine&lt;br /&gt;
| has quality = false&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A singular grav engine is obtained from a mechanoid ship that crashes onto the map after accepting a quest, alongside corpses of various Mechanoids, ship chunks, and a large quantity of [[Gravlite panel|gravlite panels]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, one is included in the The Gravship [[starting scenario]].&lt;br /&gt;
&lt;br /&gt;
If the initial grav engine is lost, stolen, or destroyed, the [[Quest#Gravship Wreckage|gravship wreckage quest]] provides a map location in which a replacement may be fought for.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
The core of the gravship, the grav engine is required for [[Gravship substructure]] to be placed as well as any accompanying structures. By default, it allows up to 500 substructure in a radius of 18.9 cells, however installing [[Grav field extender]]s allows up to 2000, with the maximum of six field extenders. &lt;br /&gt;
[[File:Grav engine substructure radius.png|240px|thumb|center|Grav engine substructure radius visualized.]]&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Player not considered to have a grav engine while gravship in flight. Fix: Reduced the possibility of getting a double grav engine.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravengine&amp;diff=169619</id>
		<title>Gravengine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravengine&amp;diff=169619"/>
		<updated>2025-09-13T18:08:19Z</updated>

		<summary type="html">&lt;p&gt;SCD: Redirected page to Grav engine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Grav engine]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pilot_subpersona_core&amp;diff=169616</id>
		<title>Pilot subpersona core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pilot_subpersona_core&amp;diff=169616"/>
		<updated>2025-09-13T18:12:57Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|the [[gravship]] related item/building &amp;lt;!--- DELETE INAPPROPRIATE OPTION --&amp;gt;|the Ending [[Ship]] related item|Persona core|the [[Skill]] related item|Techprof subpersona core}}&amp;lt;!--On release create similar links on those pages as appropriate--&amp;gt;&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Pilot subpersona core&lt;br /&gt;
| image = PilotSubpersonaCore.png&lt;br /&gt;
| description = A low-grade subpersona specialized in gravship flight. It reduces the chance of an accident when flying a gravship, though it can't fully account for human error. A gravship can support up to two pilot subpersona cores.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&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 --&amp;gt;&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&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;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Acquired as a quest reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Provides +15% piloting quality. Can be stacked twice, up to +30%&lt;br /&gt;
&lt;br /&gt;
Core must be placed on the [[Gravship]]&lt;br /&gt;
&lt;br /&gt;
== Analysis == &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>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=169613</id>
		<title>Mechanoid hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=169613"/>
		<updated>2025-09-13T18:34:20Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Unique faction mechanics}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{For|the game ending location from [[Odyssey DLC]]|Mechhive}}&lt;br /&gt;
{{quote|Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.|[[Lore|RimWorld Universe Quick Primer]]|large=1}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A  '''Mechanoid Hive''' is a permanently hostile [[faction]] composed entirely of [[mechanoids]]: deadly autonomously intelligent robots.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
All [[mechanoid]]s from a mech hive are permanently hostile to the colony and every other non-mech hive faction. They do not eat and are immune to temperature extremes, despite having a Comfortable Temperature range. They are also immune to [[pain]], [[fire]], [[toxic buildup]], [[smokeleaf]] clouds from an [[autobong]], [[EMI_dynamo|Emi Dynamo]], [[Solar_flare|solar flares]], and [[Rot_stink|rot stink]]. &lt;br /&gt;
&lt;br /&gt;
As machines, they are vulnerable to [[EMP]] attacks, though will &amp;quot;Adapt&amp;quot; for {{ticks|2200}} (regardless of source), making them temporarily immune to all further EMP strikes. Hostile mechanoids do not flee, are unable to feel [[pain]] and will not seek [[cover]].&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be found sealed in ancient ruins. They may also attack the player's base through [[events]] like [[raids]], [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology DLC]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids are not bound by [[power]] limits. While [[mechanitor]]s can create their own [[allied mechanoid]]s in the [[Biotech DLC]] {{BiotechIcon}}, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little [[bandwidth]]) for too long, and can't be re-converted.&lt;br /&gt;
&lt;br /&gt;
== Pawns ==&lt;br /&gt;
=== Pawn Groups ===&lt;br /&gt;
&amp;lt;!-- Mechanoid hive --&amp;gt;&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Pawn Groups !! Commonality !! Options&lt;br /&gt;
|- &amp;lt;!-- 10+10+10+10+20+2+1+1 = 64 --&amp;gt;&lt;br /&gt;
| '''Combat:''' All types&lt;br /&gt;
| 100&lt;br /&gt;
| {{#expr:10/64 * 100 round 1}}% [[File:Scyther_east.png|x32px|Scyther]] [[Mechanoids#Scyther|Scyther]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:10/64 * 100 round 1}}% [[File:MechanoidPikeman.png|x32px|Pikeman]] [[Mechanoids#Pikeman|Pikeman]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:10/64 * 100 round 1}}% [[File:MechanoidLancer.png|x32px|Lancer]] [[Mechanoids#Lancer|Lancer]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:10/64 * 100 round 1}}% [[File:Centipede_east.png|x32px|Centipede blaster]] [[Mechanoids#Centipede blaster|Centipede blaster]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:20/64 * 100 round 1}}% [[File:Militor_east.png|x32px|Militor]] [[Mechanoids#Militor|Militor]] {{BiotechIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:2/64 * 100 round 1}}% [[File:Centurion_east.png|x32px|Centurion]] [[Mechanoids#Centurion|Centurion]] {{BiotechIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:1/64 * 100 round 1}}% [[File:Warqueen_east.png|x32px|War queen]] [[Mechanoids#War queen|War queen]] {{BiotechIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:1/64 * 100 round 1}}% [[File:Apocriton_east.png|x32px|Apocriton]] [[Mechanoids#Apocriton|Apocriton]] {{BiotechIcon}}&lt;br /&gt;
|- &amp;lt;!-- 10+10+5+5+2+1 = 33 --&amp;gt;&lt;br /&gt;
| '''Combat:''' Ranged only&lt;br /&gt;
| 80&lt;br /&gt;
| {{#expr:10/33 * 100 round 1}}% [[File:MechanoidPikeman.png|x32px|Pikeman]] [[Mechanoids#Pikeman|Pikeman]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:10/33 * 100 round 1}}% [[File:MechanoidLancer.png|x32px|Lancer]] [[Mechanoids#Lancer|Lancer]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:5/33 * 100 round 1}}% [[File:Scorcher_east.png|x32px|Scorcher]] [[Mechanoids#Scorcher|Scorcher]] {{BiotechIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:5/33 * 100 round 1}}% [[File:Tesseron_east.png|x32px|Tesseron]] [[Mechanoids#Tesseron|Tesseron]] {{BiotechIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:2/33 * 100 round 1}}% [[File:Legionary_east.png|x32px|Legionary]] [[Mechanoids#Legionary|Legionary]] {{BiotechIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:1/33 * 100 round 1}}% [[File:Diabolus_east.png|x32px|Diabolus]] [[Mechanoids#Diabolus|Diabolus]] {{BiotechIcon}}&lt;br /&gt;
|- &amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
| '''Combat:''' Melee only&lt;br /&gt;
| 70&lt;br /&gt;
| 100% [[File:Scyther_east.png|x32px|Scyther]] [[Mechanoids#Scyther|Scyther]]&lt;br /&gt;
|- &amp;lt;!-- 10+5+5 = 20 --&amp;gt;&lt;br /&gt;
| '''Combat:''' Centipede only&lt;br /&gt;
| 30&lt;br /&gt;
| {{#expr:10/20 * 100 round 1}}% [[File:Centipede_east.png|x32px|Centipede blaster]] [[Mechanoids#Centipede blaster|Centipede blaster]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:5/20 * 100 round 1}}% [[File:CentipedeGunner_east.png|x32px|Centipede gunner]] [[Mechanoids#Centipede gunner|Centipede gunner]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:5/20 * 100 round 1}}% [[File:CentipedeBurner_east.png|x32px|Centipede burner]] [[Mechanoids#Centipede burner|Centipede burner]]&lt;br /&gt;
|- &amp;lt;!-- 10 --&amp;gt;&lt;br /&gt;
| '''Combat:''' militor only&lt;br /&gt;
| 30&lt;br /&gt;
| 100% [[File:Militor_east.png|x32px|Militor]] [[Mechanoids#Militor|Militor]] {{BiotechIcon}}&lt;br /&gt;
|- &amp;lt;!-- 10+10+10+10+1+20 = 61 --&amp;gt;&lt;br /&gt;
| '''Combat:''' breach raids&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr:10/61 * 100 round 1}}% [[File:MechanoidPikeman.png|x32px|Pikeman]] [[Mechanoids#Pikeman|Pikeman]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:10/61 * 100 round 1}}% [[File:Scyther_east.png|x32px|Scyther]] [[Mechanoids#Scyther|Scyther]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:10/61 * 100 round 1}}% [[File:MechanoidLancer.png|x32px|Lancer]] [[Mechanoids#Lancer|Lancer]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:10/61 * 100 round 1}}% [[File:Centipede_east.png|x32px|Centipede blaster]] [[Mechanoids#Centipede blaster|Centipede blaster]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:1/61 * 100 round 1}}% [[File:Termite.png|x32px|Termite]] [[Mechanoids#Termite|Termite]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br /&amp;gt;{{#expr:20/61 * 100 round 1}}% [[File:Militor_east.png|x32px|Militor]] [[Mechanoids#Militor|Militor]] {{BiotechIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawn Kinds ===&lt;br /&gt;
{{:Mechanoid hive/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
&lt;br /&gt;
Mech Raids generally consist of fewer total enemies than human raids but each individual mechanoid is generally more dangerous than an individual human raider.&lt;br /&gt;
&lt;br /&gt;
The Mech Hive can attack with standard raids, breach raids, and water emerge raids. Notably, the Mech Hive cannot Sapper Raid, Siege, &amp;quot;Drop right on Top of you&amp;quot;, nor &amp;quot;scattered drop across the area&amp;quot;. Water Emerge and Breach raids are Immediate Attack raids, all other Mech Hive raids are stage then attack. &lt;br /&gt;
&lt;br /&gt;
Centipede Burners and Centipede Gunners only appear in all Centipede raids, Mech Clusters, and Mechanitor Boss Waves. Centipedes in all other raids will always be Centipede Blasters.&lt;br /&gt;
&lt;br /&gt;
=== [[Raider#Loot|Raid Loot]] ===&lt;br /&gt;
{{Icon List|Plasteel}}&lt;br /&gt;
{{Icon List|Component }}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.&lt;br /&gt;
&lt;br /&gt;
* [[Scyther]] - The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.&lt;br /&gt;
* [[Lancer]]- Armed with [[charge lance]]s, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if a pawn can get close enough.&lt;br /&gt;
* [[Pikeman]] - Acting as the sniper, their [[needle gun]] doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.&lt;br /&gt;
* [[Centipede]] - Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield [[heavy charge blaster]]s or [[minigun]]s for raw, inaccurate damage, or [[inferno cannon]]s to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a [[psychic insanity lance]] against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.&lt;br /&gt;
* [[Termite]] - While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.&lt;br /&gt;
* [[Militor]]{{BiotechIcon}} - A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.&lt;br /&gt;
* [[Scorcher]]{{BiotechIcon}} - A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
* [[Legionary]]{{BiotechIcon}} - A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.&lt;br /&gt;
* [[Tesseron]]{{BiotechIcon}} - A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.&lt;br /&gt;
* [[Centurion]]{{BiotechIcon}} - An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.&lt;br /&gt;
* [[Tunneler]]{{BiotechIcon}} - A large, somewhat durable melee mechanoid with a natural shield and smokepop. While mostly made for mining, some [[apocriton]] summon groups will arrive with tunnelers. Does not seem to appear in regular mech raids.&lt;br /&gt;
* [[Diabolus]]{{BiotechIcon}} - An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.&lt;br /&gt;
* [[War queen]]{{BiotechIcon}} - An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small [[war urchin]] combat mechs within its massive carapace and deploy them into combat. &lt;br /&gt;
* [[ Apocriton]]{{BiotechIcon}} - A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.  While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.&lt;br /&gt;
* [[Biotech DLC]] - Added many new mechanoids.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Signal_jammer&amp;diff=169612</id>
		<title>Signal jammer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Signal_jammer&amp;diff=169612"/>
		<updated>2025-09-13T18:23:40Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Signal Jammer&lt;br /&gt;
| image = SignalJammer north.png&lt;br /&gt;
| description = A signal emitter that disguises the electromagnetic signature of your gravship, allowing it to approach heavily-defended landing sites.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 400&lt;br /&gt;
| mass base = 75&lt;br /&gt;
| flammability = .3&lt;br /&gt;
| rotatable = False&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 x 2&lt;br /&gt;
| passability = &lt;br /&gt;
| terrain affordance = substructure&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Advanced gravtech&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 500&lt;br /&gt;
| resource 1 = Gravcore&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = steel&lt;br /&gt;
| resource 2 amount = 200&lt;br /&gt;
| resource 3 = gravlite panel&lt;br /&gt;
| resource 3 amount = 80&lt;br /&gt;
| resource 4 = advanced component&lt;br /&gt;
| resource 4 amount = 4&lt;br /&gt;
| deconstructyieldfraction = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName &lt;br /&gt;
| label = &lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = Odyssey&lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;Inteo text here&amp;gt;&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Jammer must be placed on the [[Gravship]] and is required to attack [[Traders guild|Orbital Traders Guild]] and The [[Mechhive]]&lt;br /&gt;
&lt;br /&gt;
Does not provide other benefits and can not stack, so player does not need to build it, if  they never plan on attacking either of mentioned above orbital sites.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SignalJammer east.png|Facing east &lt;br /&gt;
File:SignalJammer north.png|Facing north &lt;br /&gt;
File:SignalJammer 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|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechhive&amp;diff=169611</id>
		<title>Mechhive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechhive&amp;diff=169611"/>
		<updated>2025-09-13T18:22:09Z</updated>

		<summary type="html">&lt;p&gt;SCD: Created page with &amp;quot;#REDERICT Endings#The_Mechhive&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDERICT [[Endings#The_Mechhive]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_hive/Pawns&amp;diff=168888</id>
		<title>Mechanoid hive/Pawns</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_hive/Pawns&amp;diff=168888"/>
		<updated>2025-09-08T05:51:09Z</updated>

		<summary type="html">&lt;p&gt;SCD: Adding Cyclops mech to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable text-center}}&lt;br /&gt;
! Pawn Kind !! Combat Power !! Armor (S/B/H) !! Body Size × Health Scale !! Weapons !! Age Range !! Move Speed !! Bandwidth !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&amp;lt;br&amp;gt;{{Icon Small|Scyther|64}}&lt;br /&gt;
| {{Q|Scyther|Combat Power}} || {{Q|Scyther|Armor - Sharp}}% / {{Q|Scyther|Armor - Blunt}}% / {{Q|Scyther|Armor - Heat|0}}% || {{Q|Scyther|Body Size}} × {{Q|Scyther|Health Scale}}|| '''Melee (Blades)''' || Any || {{Q|Scyther|Move Speed Base}} {{CS}} || {{Q|Scyther|Bandwidth}} || - &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&amp;lt;br&amp;gt;{{Icon Small|Lancer|64}}&lt;br /&gt;
| {{Q|Lancer|Combat Power}} || {{Q|Lancer|Armor - Sharp}}% / {{Q|Lancer|Armor - Blunt}}% / {{Q|Lancer|Armor - Heat|0}}% || {{Q|Lancer|Body Size}} × {{Q|Lancer|Health Scale}}|| [[Charge lance]] || Any || {{Q|Lancer|Move Speed Base}} {{CS}} || {{Q|Lancer|Bandwidth}}  || - &lt;br /&gt;
|-&lt;br /&gt;
! [[Cyclops]]{{OdysseyIcon}}&amp;lt;br&amp;gt;{{Icon Small|Cyclops|64}}&lt;br /&gt;
| {{Q|Cyclops|Combat Power}} || {{Q|Cyclops|Armor - Sharp}}% / {{Q|Cyclops|Armor - Blunt}}% / {{Q|Cyclops|Armor - Heat|0}}% || {{Q|Cyclops|Body Size}} × {{Q|Cyclops|Health Scale}}|| [[Beam repeater]]{{OdysseyIcon}} || Any || {{Q|Cyclops|Move Speed Base}} {{CS}} || {{Q|Cyclops|Bandwidth}}  || - &lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede blaster]]&amp;lt;br&amp;gt;{{Icon Small|Centipede blaster|64}}&lt;br /&gt;
| {{Q|Centipede blaster|Combat Power}} || {{Q|Centipede blaster|Armor - Sharp}}% / {{Q|Centipede blaster|Armor - Blunt}}% / {{Q|Centipede blaster|Armor - Heat|0}}% ||{{Q|Centipede blaster|Body Size}} × {{Q|Centipede blaster|Health Scale}}|| [[Heavy charge blaster]] || Any || {{Q|Centipede blaster|Move Speed Base}} {{CS}} || {{Q|Centipede blaster|Bandwidth}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede burner]]&amp;lt;br&amp;gt;{{Icon Small|Centipede burner|64}}&lt;br /&gt;
| {{Q|Centipede burner|Combat Power}} || {{Q|Centipede burner|Armor - Sharp}}% / {{Q|Centipede burner|Armor - Blunt}}% / {{Q|Centipede burner|Armor - Heat|0}}% ||{{Q|Centipede burner|Body Size}} × {{Q|Centipede burner|Health Scale}}|| [[Inferno cannon]] || Any || {{Q|Centipede burner|Move Speed Base}} {{CS}} || {{Q|Centipede burner|Bandwidth}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede gunner]]&amp;lt;br&amp;gt;{{Icon Small|Centipede gunner|64}}&lt;br /&gt;
| {{Q|Centipede gunner|Combat Power}} || {{Q|Centipede gunner|Armor - Sharp}}% / {{Q|Centipede gunner|Armor - Blunt}}% / {{Q|Centipede gunner|Armor - Heat|0}}%  ||{{Q|Centipede gunner|Body Size}} × {{Q|Centipede gunner|Health Scale}}|| [[Minigun]] || Any || {{Q|Centipede gunner|Move Speed Base}} {{CS}} || {{Q|Centipede gunner|Bandwidth}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&amp;lt;br&amp;gt;{{Icon Small|Pikeman|64}}&lt;br /&gt;
| {{Q|Pikeman|Combat Power}} || {{Q|Pikeman|Armor - Sharp}}% / {{Q|Pikeman|Armor - Blunt}}% / {{Q|Pikeman|Armor - Heat|0}}% ||{{Q|Pikeman|Body Size}} × {{Q|Pikeman|Health Scale}}|| [[Needle gun]] || Any || {{Q|Pikeman|Move Speed Base}} {{CS}} || {{Q|Pikeman|Bandwidth}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&amp;lt;br&amp;gt;{{Icon Small|Termite|64}}&lt;br /&gt;
| {{Q|Termite|Combat Power}} || {{Q|Termite|Armor - Sharp}}% / {{Q|Termite|Armor - Blunt}}% / {{Q|Termite|Armor - Heat|0}}% ||{{Q|Termite|Body Size}} × {{Q|Termite|Health Scale}}|| [[Thump cannon]] || Any || {{Q|Termite|Move Speed Base}} {{CS}} || {{Q|Termite|Bandwidth}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Militor]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Militor|64}}&lt;br /&gt;
| {{Q|Militor|Combat Power}} || {{Q|Militor|Armor - Sharp}}% / {{Q|Militor|Armor - Blunt}}% / {{Q|Militor|Armor - Heat|0}}% ||{{Q|Militor|Body Size}} × {{Q|Militor|Health Scale}}|| '''[[mini-shotgun]]''' || Any || {{Q|Militor|Move Speed Base}} {{CS}} || {{Q|Militor|Bandwidth}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Legionary]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Legionary|64}}&lt;br /&gt;
| {{Q|Legionary|Combat Power}} || {{Q|Legionary|Armor - Sharp}}% / {{Q|Legionary|Armor - Blunt}}% / {{Q|Legionary|Armor - Heat|0}}% ||{{Q|Legionary|Body Size}} × {{Q|Legionary|Health Scale}}|| [[Needle launcher]] || Any || {{Q|Legionary|Move Speed Base}} {{CS}} || {{Q|Legionary|Bandwidth}} || AoE shield&lt;br /&gt;
|-&lt;br /&gt;
! [[Tesseron]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Tesseron|64}}&lt;br /&gt;
| {{Q|Tesseron|Combat Power}} || {{Q|Tesseron|Armor - Sharp}}% / {{Q|Tesseron|Armor - Blunt}}% / {{Q|Tesseron|Armor - Heat|0}}% ||{{Q|Tesseron|Body Size}} × {{Q|Tesseron|Health Scale}}|| [[Beam graser]] || Any || {{Q|Tesseron|Move Speed Base}} {{CS}} || {{Q|Tesseron|Bandwidth}}  || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Scorcher]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Scorcher|64}}&lt;br /&gt;
| {{Q|Scorcher|Combat Power}} || {{Q|Scorcher|Armor - Sharp}}% / {{Q|Scorcher|Armor - Blunt}}% / {{Q|Scorcher|Armor - Heat|0}}% ||{{Q|Scorcher|Body Size}} × {{Q|Scorcher|Health Scale}}|| [[Mini-flameblaster]] || Any || {{Q|Scorcher|Move Speed Base}} {{CS}} || {{Q|Scorcher|Bandwidth}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tunneler]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Tunneler|64}}&lt;br /&gt;
| {{Q|Tunneler|Combat Power}} || {{Q|Tunneler|Armor - Sharp}}% / {{Q|Tunneler|Armor - Blunt}}% / {{Q|Tunneler|Armor - Heat|0}}% ||{{Q|Tunneler|Body Size}} × {{Q|Tunneler|Health Scale}}|| '''Melee (Power claws)''' || Any || {{Q|Tunneler|Move Speed Base}} {{CS}} || {{Q|Tunneler|Bandwidth}} || Personal shield&lt;br /&gt;
|-&lt;br /&gt;
! [[Centurion]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Centurion|64}}&lt;br /&gt;
| {{Q|Centurion|Combat Power}} || {{Q|Centurion|Armor - Sharp}}% / {{Q|Centurion|Armor - Blunt}}% / {{Q|Centurion|Armor - Heat|0}}% ||{{Q|Centurion|Body Size}} × {{Q|Centurion|Health Scale}}|| [[Charge blaster turret]] || Any || {{Q|Centurion|Move Speed Base}} {{CS}} || {{Q|Centurion|Bandwidth}} || AoE shield&lt;br /&gt;
|-&lt;br /&gt;
! [[Diabolus]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Diabolus|64}}&lt;br /&gt;
| {{Q|Diabolus|Combat Power}} || {{Q|Diabolus|Armor - Sharp}}% / {{Q|Diabolus|Armor - Blunt}}% / {{Q|Diabolus|Armor - Heat|0}}% ||{{Q|Diabolus|Body Size}} × {{Q|Diabolus|Health Scale}}|| [[Hellsphere cannon]], [[Charge blaster turret]] || Any || {{Q|Diabolus|Move Speed Base}} {{CS}} || {{Q|Diabolus|Bandwidth}} || Flame burst ability&lt;br /&gt;
|-&lt;br /&gt;
! [[War queen]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|War queen|64}}&lt;br /&gt;
| {{Q|War queen|Combat Power}} || {{Q|War queen|Armor - Sharp}}% / {{Q|War queen|Armor - Blunt}}% / {{Q|War queen|Armor - Heat|0}}% ||{{Q|War queen|Body Size}} × {{Q|War queen|Health Scale}}|| [[Charge blaster turret]] || Any || {{Q|War queen|Move Speed Base}} {{CS}} || {{Q|War queen|Bandwidth}} || Produces war urchins &lt;br /&gt;
|-&lt;br /&gt;
! [[Apocriton]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|Apocriton|64}}&lt;br /&gt;
| {{Q|Apocriton|Combat Power}} || {{Q|Apocriton|Armor - Sharp}}% / {{Q|Apocriton|Armor - Blunt}}% / {{Q|Apocriton|Armor - Heat|0}}% ||{{Q|Apocriton|Body Size}} × {{Q|Apocriton|Health Scale}}|| [[Toxic needle gun]] || Any || {{Q|Apocriton|Move Speed Base}} {{CS}} || {{Q|Apocriton|Bandwidth}} || AoE mood debuff, resurrection ability, jump ability&lt;br /&gt;
|-&lt;br /&gt;
! [[War urchin]]{{BiotechIcon}}&amp;lt;br&amp;gt;{{Icon Small|War urchin|64}} &lt;br /&gt;
| {{Q|War urchin|Combat Power}} || {{Q|War urchin|Armor - Sharp}}% / {{Q|War urchin|Armor - Blunt}}% / {{Q|War urchin|Armor - Heat|0}}% ||{{Q|War urchin|Body Size}} × {{Q|War urchin|Health Scale}}|| [[Spiner]] || Any || {{Q|War urchin|Move Speed Base}} {{CS}} || {{Q|War urchin|Bandwidth}} || Will die after 6 hours&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Recode|reason=Consider adding health scale given disparity in values}}[[Category:Pawnkind tables]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=168722</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=168722"/>
		<updated>2025-09-02T19:16:07Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Healing scars */&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;
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from many sources, which each have their own [[Damage Types|Damage Type]].&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Injury types==&lt;br /&gt;
{{main|Health Difficulties}}&lt;br /&gt;
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and [[fire]] will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance of [[infection]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed. &lt;br /&gt;
&lt;br /&gt;
Any damage will lower a body part's efficiency, proportional to its health remaining. For example, if an arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% [[Manipulation]], this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn [[stat]], but still take damage and cause pain.&lt;br /&gt;
&lt;br /&gt;
Some damage can be permanent. See [[#Scarring|Scarring]] for more details.&lt;br /&gt;
===Pain===&lt;br /&gt;
{{Main|Pain}}&lt;br /&gt;
The greater the damage, the greater the [[pain]]. Pain is equal to &amp;lt;code&amp;gt;pain = (damage) * [[Health Difficulties|damage_type_factor]]&amp;lt;/code&amp;gt;. Most injuries have a damage type factor of 1.25, or 1.25% pain per 1 HP damage. This is then scaled for the pawn's health, so a [[thrumbo]] feels less pain than a human for the same damage attack. &lt;br /&gt;
&lt;br /&gt;
Pain reduces [[Consciousness]] directly, which reduces most pawn capabilities. It also gives a rapidly increasing [[mood]] penalty, unless the pawn is a [[masochist]] or follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Pain|Pain: Idealized]] precept.&lt;br /&gt;
&lt;br /&gt;
Excessive pain causes [[pain shock]], the most common way to [[downed|down]] pawns in combat, which prevents them from fighting. Most pawns have a [[Pain Shock Threshold]] of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like [[blood loss]] or [[heat stroke]]. &lt;br /&gt;
&lt;br /&gt;
[[Mechanoid]]s are machines, and are immune to pain. In humans, pain can be completely eliminated with a [[painstopper]], or reduced for a short time with [[go-juice]] or the [[Painblock]] psycast{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
{{Stub|section=1|reason=How is blood loss rate calculated from damage?}}&lt;br /&gt;
Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain [[Ailments#Blood_loss|blood loss]], scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave [[Filth#Blood|blood]] on the ground, making the area [[cleanliness|dirty]]. &lt;br /&gt;
&lt;br /&gt;
Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.&lt;br /&gt;
&lt;br /&gt;
The [[coagulator]] {{RoyaltyIcon}} implant halves the rate of blood loss, while the [[Superclotting]] gene{{BiotechIcon}} rapidly stops bleeding. The ability added by the [[Coagulate]] gene{{BiotechIcon}} gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.&lt;br /&gt;
&lt;br /&gt;
Amount of bleeding equal to &amp;lt;code&amp;gt;Bleeding = damage * body_size_factor&amp;lt;/code&amp;gt;%. Body_size_factor for humans shown in the graph below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dependence of bleeding factor on damage for humans  &lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Body size&lt;br /&gt;
 | yAxisTitle = Bleeding factor&lt;br /&gt;
 | x =  0.2,  0.35,  0.58,  0.8,  1.0&lt;br /&gt;
 | y = 30, 12, 8.5, 6.6, 6&lt;br /&gt;
 | yAxisFormat = 1&lt;br /&gt;
 | xGrid = 0.1&lt;br /&gt;
 | yGrid = 2&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For animals, althrough, these factors may differ, but usually not much. For example, [[rat]] with bodysize 0.2 has body_size_factor approximately equal to 20, which is 67% of human's baby with the same size. Between animals this factor also may differ, for example [[thrumbo]] has this factor near 2 times lower, than [[megasloth]].&lt;br /&gt;
&lt;br /&gt;
Also there are some additional factors. Damaged heart bleeds x5 times more and neck x4 times more than other limbs. Also, if part of body is completely lost, then damage for bleeding calculation equals max hp of bodypart x2.&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
===Infection===&lt;br /&gt;
{{Main|Infection#Mechanics}}&lt;br /&gt;
[[Infection]]s can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. A completely destroyed body part won't cause infection. Once a pawn recieves these injuries, the game starts a random timer between {{ticks|15000}} to {{ticks|45000}}, per injury before checking for infection. The chance of infection depends on:&lt;br /&gt;
*Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.&lt;br /&gt;
*Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.&lt;br /&gt;
*Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).&lt;br /&gt;
&lt;br /&gt;
[[Animal]]s are 20% as likely to receive an infection. [[Mechanoid]]s can't get diseases.&lt;br /&gt;
&lt;br /&gt;
===Scarring===&lt;br /&gt;
Scars are lasting markers of injuries. When an injury scars, it ''permanently'' lowers the health of the scarred body part, reducing its efficiency. A scar may also cause pain.&lt;br /&gt;
&lt;br /&gt;
====Efficiency loss====&lt;br /&gt;
Efficiency is merely the fraction of the HP remaining in a body part. For example, an arm normally has 30 HP. If a scar causes the arm to have only 25 HP, the arm's efficiency will be 25/30 = ~83% efficiency (with rounding errors in Rimworld's displayed numbers).&lt;br /&gt;
&lt;br /&gt;
====Pain====&lt;br /&gt;
When a scar is created, it is randomly assigned a pain category: Painless 50%, Low Pain 20%, Medium Pain 20%, High Pain 10%. The scar will be called &amp;quot;painful&amp;quot; in the High pain category, &amp;quot;aching&amp;quot; in the Medium pain category, and &amp;quot;itchy&amp;quot; in the Low pain category. Pain causes a [[Mood]] malus in non-Masochistic pawns.&lt;br /&gt;
&lt;br /&gt;
====Pre-existing scars====&lt;br /&gt;
In addition to injury, pawns may start with scars on them. When you hover your mouse over such a scar, there will be no &amp;quot;cause&amp;quot; of the scar in the tooltip.&lt;br /&gt;
&lt;br /&gt;
====Scarring mechanics in depth====&lt;br /&gt;
Scars are randomly created at the moment of injury. They are revealed after the wound heals to the scarred HP. The odds of scarring are a function of the number of HP lost from the injury, and whether the body part is &amp;quot;delicate&amp;quot;. Eyes are delicate and more likely to scar. Brain damage will always scar. Bruises will never cause a scar. [[Artificial body part]]s never scar. Bone cracks will very rarely cause a scar (a &amp;quot;permanent crack&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Taking an additional blow to a highly injured body part does '''not''' increase the odds of scarring. Scars are rolled merely as a function of HP lost by a particular injury.&lt;br /&gt;
&lt;br /&gt;
Injuries causing less than 5 HP of damage have 0% chance of scarring. Injuries causing 5 HP or more damage linearly scale up the odds of scarring, capping at 14 HP or more damage with 2% chance of scarring. The formula for a non-delicate body part:&lt;br /&gt;
 odds_of_scarring = 2% * clamp( (hp_lost-4)/10, 0, 1)&lt;br /&gt;
&lt;br /&gt;
Odds that a new injury becomes a permanent scar (non‑delicate parts):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lost HP !! Odds of scarring&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 5 HP || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 HP || 0.2%&lt;br /&gt;
|-&lt;br /&gt;
| 8 HP || 0.8%&lt;br /&gt;
|-&lt;br /&gt;
| 12 HP || 1.6%&lt;br /&gt;
|-&lt;br /&gt;
| 14 HP || 2.0% (cap reached)&lt;br /&gt;
|-&lt;br /&gt;
| 50 HP || 2.0% (capped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The severity of the scar is a value between 1 and half of the damage of the injury. If the injury was -10 HP, the worst possible scar would be -5 HP.&lt;br /&gt;
&lt;br /&gt;
For example, if an arm is reduced to 6/30 HP by a -24 HP gun shot:&lt;br /&gt;
* It will have a 2% chance of scarring (exceeding the cap of -14 HP of damage).&lt;br /&gt;
* If the injury rolls a scar, the scar will have a severity between 1 HP and 12 HP (half of the -24 HP from the shot).&lt;br /&gt;
* If the scar rolls 7 HP severity, it will be revealed when the arm heals to 23 HP.&lt;br /&gt;
* The scar will also roll a pain category: Painless 50%, Low 20%, Medium 20%, High 10%.&lt;br /&gt;
&lt;br /&gt;
If a body part receives multiple injuries, a scar is independently rolled for each injury. &lt;br /&gt;
&lt;br /&gt;
There are many myths surrounding scars. Examples of things that '''do not''' affect the odds of scars forming:&lt;br /&gt;
* Quickly tending a wound.&lt;br /&gt;
* Tending a wound with Glitterworld medicine.&lt;br /&gt;
* Resting in a Legendary hospital bed in a clean room.&lt;br /&gt;
None of these will help. A scar is created at the moment of injury. Once a scar has been rolled, tending or rest will not stop the scar from eventually being revealed.&lt;br /&gt;
&lt;br /&gt;
====Reducing the odds of scarring====&lt;br /&gt;
If a body part can't be made bionic, and if a pawn doesn't have the Scarless gene, your only option is maximizing armor strength and coverage with [[Apparel]], and to use a skin hardening implant like a [[Stoneskin gland]]. The less HP that is lost from each injury, the less the chance of scarring. &amp;lt;5 HP lost will have no chance of scarring on non-delicate body parts.&lt;br /&gt;
&lt;br /&gt;
====Healing scars====&lt;br /&gt;
Your options to heal a scar in a human:&lt;br /&gt;
* If the part has a bionic counterpart, or if it can be extracted from a donor, you can simply replace the scarred part.&lt;br /&gt;
* [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days.&lt;br /&gt;
* A [[biosculpter pod]]{{IdeologyIcon}} can remove scars with Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete.&lt;br /&gt;
* A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can heal scars.&lt;br /&gt;
* A [[healer mech serum]] can heal scars.&lt;br /&gt;
&lt;br /&gt;
Your options to heal a scar in an animal:&lt;br /&gt;
* A [[healer mech serum]] is an effective, if rare, option.&lt;br /&gt;
* [[Creepjoiner]]{{AnomalyIcon}} with [[File:UnnaturalHealing.png|16px]] Unnatural healing ability. Unlike when used on human, it will never trigger flesh mutation.&lt;br /&gt;
* [[Luciferium]] can be administered, but you'll have to either forevermore micro the animal's treatment, or trust the animal to eat future doses when needed and to not snack on Luciferium too frequently.&lt;br /&gt;
&lt;br /&gt;
===Trauma savant===&lt;br /&gt;
{{Main|Ailments#trauma savant}}&lt;br /&gt;
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]&lt;br /&gt;
If a pawn receives physical damage to the brain, they have a 2 to 12% chance of receiving trauma savant, depending on part damage taken. 12% change is a maximum value for 10 damage, but since brain only has 10 hit points, it will be instantly destroyed, so the actual maximum change of receiving the condition is a little higher than 10% for 9 points of brain damage. This [[ailment]] causes the following effects:&lt;br /&gt;
&lt;br /&gt;
* A {{Bad|x0%}} multiplier to [[Talking]] and [[Hearing]], making the pawn unable to socialize.&lt;br /&gt;
* {{Good|+50%}} to [[Manipulation]], increasing effectiveness in many tasks&lt;br /&gt;
* Brain function is restored, as if it was not injured&lt;br /&gt;
&lt;br /&gt;
Trauma savant can be cured with a [[healer mech serum]]. However, healer mech serum will always cure scars before trauma savant. As this ailment always occurs with a brain scar, you'll need multiple serums, or a serum with another way of curing scars (such as luciferium).&lt;br /&gt;
&lt;br /&gt;
It can also be cured with a [[resurrector mech serum]]. If a pawn dies, and their [[corpse]] doesn't have a head or brain, then using a resurrector serum will restore usual brain function. With the [[Ideology DLC]], you can use the 'extract skull' option to always remove a human corpse's head. In Core RimWorld, you can eat the corpse, though this risks eating the entire corpse.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
{{Stub|section=1|reason=Verification via C#, [[Preach health]], [[Healing enhancer]], with full math equation showing how the factors stack (both the different stats, which are likely multiplicative with each other, and the individual changes to those stats.}}&lt;br /&gt;
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.&lt;br /&gt;
&lt;br /&gt;
=== Healing Rate ===&lt;br /&gt;
A pawn's heal rate is the amount of damage the pawn can heal from non-permanent wounds in one day, given in hit points. Every {{ticks|600}}, &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''''heal rate'' &amp;amp;times; 0.01'''&amp;lt;/font&amp;gt; points of damage are healed from a randomly selected (non-permanent) wound. This healing reduces the severity of the injury, until the body part is fully recovered. In the event that a pawn has more than one wound, the selection of which wound heals first is random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact heal rate is determined by first adding together the following bonuses to HP gain:&lt;br /&gt;
&lt;br /&gt;
* '''Default healing rate:''' All pawns have a base heal rate of {{Good|8}} HP per day.&lt;br /&gt;
* '''[[Healing enhancer]]{{RoyaltyIcon}}:''' Adds {{Good|+4}} HP per day.&lt;br /&gt;
* '''If the pawn is lying down or in a bed:''' &lt;br /&gt;
** {{+|4}} HP per day for resting on a [[sleeping spot]] or the ground&lt;br /&gt;
** {{+|8}} HP per day for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]&lt;br /&gt;
** {{+|14}} HP per day for resting on a [[hospital bed]].&lt;br /&gt;
It does not matter if the bed is marked for Medical use or not, the bonuses it provides are the same.&lt;br /&gt;
* '''If the wound is tended:''' {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, multiply the HP gain by the pawn's [[Injury Healing Factor]] to get the total healing rate. Injury Healing Factor is determined by:&lt;br /&gt;
&lt;br /&gt;
'''Offsets'''&lt;br /&gt;
&lt;br /&gt;
Offsets are added before factors.&lt;br /&gt;
* [[Hediffs]]&lt;br /&gt;
** {{IdeologyIcon}}[[Hediffs#Preach health|Preach health]]&amp;lt;Ref&amp;gt;Applied by the [[Preach health]] ability available to the [[Moral guide]] [[Role]]&amp;lt;/Ref&amp;gt;: {{+|25%}}&lt;br /&gt;
&amp;lt;References /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Factors'''&lt;br /&gt;
&lt;br /&gt;
* [[Hediffs]]&lt;br /&gt;
** {{AnomalyIcon}}[[Hediffs#Juggernaut serum|Juggernaut serum]]: {{Good|×200%}}&lt;br /&gt;
&lt;br /&gt;
* [[Genes]]{{BiotechIcon}}&lt;br /&gt;
** [[Slow wound healing]]: {{Bad|×50%}}&lt;br /&gt;
** [[Fast wound healing]]: {{Good|×200%}}&lt;br /&gt;
** [[Superfast wound healing]]: {{Good|×400%}}&lt;br /&gt;
&lt;br /&gt;
* [[Injury Healing Factor|Injury Healing Factor Stat Parts]]&lt;br /&gt;
** {{BiotechIcon}}[[Hediffs#Deathresting|Deathresting]]: {{Good|x500%}}&lt;br /&gt;
&lt;br /&gt;
Because the effects of Injury Healing Factor on Healing rate are multiplicative, it is possible to achieve a maximum Injury Healing Factor of 5000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked while actively Deathresting. This allows a pawn to heal as much as 38 * 5000% = 1900 hit points of regeneration per day.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:&lt;br /&gt;
* '''Do nothing''': With no tending or rest, they get the base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;, so it will take &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;(20 &amp;amp;times; 60,000) / 8 = 150,000&amp;lt;/font&amp;gt; ticks (2.5 in-game days) to fully heal.&lt;br /&gt;
* '''Basic tend and resting''': With a 40% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+7.2'''&amp;lt;/font&amp;gt;) and rest in a non-hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 7.2 + 8 = '''23.2'''&amp;lt;/font&amp;gt;, so it will take 51,724 ticks to heal (approximately 21 in-game hours)&lt;br /&gt;
* '''Best quality care''': With 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 12 + 14 = '''34'''&amp;lt;/font&amp;gt;, so it will take 35,294 ticks to heal (approximately 14 hours in game)&lt;br /&gt;
* '''Best quality care with [[Healing enhancer]] [[Genes|Superfast Wound Healing]], [[Serums]], and [[Preach health|Preach Health]]''': With a Healing enhancer (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt;) 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;(8 + 4 + 12 + 14) * ((100% + 25%) * 200% * 400%) = '''380'''&amp;lt;/font&amp;gt;, so it will take 3,157 ticks to heal (approximately 1.5 hours in game)&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. When a wound is tended, the quality is in part determined by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency !! Maximum Tend Quality&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30 || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60 || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60 || 130% &lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on its tend quality, improving the type available improves outcomes if all other factors are equal. Even so, better medicines are often precious to hold onto and the effectiveness of herbal medicine in a regular [[bed]] reaching its 70% maximum can (mostly) suffice.&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, herbal or better medicines can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds where the best treatment is usually &amp;quot;as much as soon as possible&amp;quot;, the difference can easily be life or death.&lt;br /&gt;
&lt;br /&gt;
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.&lt;br /&gt;
&lt;br /&gt;
== Disfigured == &lt;br /&gt;
[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]&lt;br /&gt;
Disfigurement is caused by damage or destruction to any beauty related part. These include the nose, eyes, ears, jaw, and, since version [[Version/1.3.3101]], tongue. Destruction of the parent of any of the previously mentioned parts also cause this malus (ex: a missing jaw also counts as missing a tongue). It adds the &amp;quot;'''Disfigured {{--|15}}'''&amp;quot; opinion modifier. Disfigurement can be treated by healing/replacing the injured/destroyed body part. Since [[Version/1.5.4062]], replacing the parent part also removes this opinion penalty (ex: [[Denture]]s and [[Bionic jaw]]s prevents the penalty from a missing tongue).&lt;br /&gt;
&lt;br /&gt;
While disfigurement does not have a direct impact on a pawn's [[Beauty (Pawn)|beauty]], it does disable the positive opinion for positive beauty, while stacking with negative beauty.&lt;br /&gt;
&lt;br /&gt;
Even while Disfigured, the opinion modifier won't apply to pawns that are either:&lt;br /&gt;
* Blind&lt;br /&gt;
* [[Kind]]&lt;br /&gt;
* [[Inhumanized]]{{AnomalyIcon}}&lt;br /&gt;
* Belongs to an ideoligion{{IdeologyIcon}} with the [[Scarification]] precept AND the affected part is a scarification.&lt;br /&gt;
* Belongs to an ideoligion{{IdeologyIcon}} with the [[Blindsight]] meme AND the affected part is an eye.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases.  This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors.  Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain.  Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_chunk&amp;diff=167722</id>
		<title>Stone chunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_chunk&amp;diff=167722"/>
		<updated>2025-08-18T17:05:43Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|rocks and ores|Rock}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Stone chunk&lt;br /&gt;
| image = Rock low a.png&lt;br /&gt;
| description = A chunk of rock. Can be cut into usable stone blocks.&lt;br /&gt;
| type = Chunk&lt;br /&gt;
| type2 = &lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 0&lt;br /&gt;
| hp = 300&lt;br /&gt;
| deconstruct yield = {{Icon Small|stone blocks||20}}&lt;br /&gt;
}}&lt;br /&gt;
A '''stone chunk''', also referred to in places as a '''rock chunk''', is the general term for is any of the several types of stone chunk namely '''granite chunk, limestone chunk, marble chunk, sandstone chunk, slate chunk''' or '''vacstone chunk'''{{OdysseyIcon}}.  Each chunk can be cut at the [[stonecutter's table]] to yield 20 [[Resources#Materials|stone blocks]] of the same kind. This takes {{Ticks|1600}} of work. Rock chunks cannot be sold without first being turned into blocks.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Stone chunks can either found throughout the world naturally or spawned by the player.&lt;br /&gt;
&lt;br /&gt;
A typical flat 250x250 map will contain about 600 to 900 chunks of each stone type for maps with two stone types ''or'' 400 to 600 chunks of each stone type for maps with three stone types. Chunks also spawn with a ~25% chance for each tile of stone mined. Each type of stone will spawn its own chunk, so mining marble will spawn a marble chunk. &lt;br /&gt;
&lt;br /&gt;
Infinite chunks can also be spawned from a [[deep drill]] in an area that contains no underground resources. The type of chunk produced will be displayed on the deep drill's tooltip. It can be beneficial to place the drill right next to the stonecutter's table to remove the need for hauling, but this does risk the stonecutter being attacked by the insectoids that the drill can occasionally spawn, in addition to the drill operator.  &lt;br /&gt;
&lt;br /&gt;
Stone chunks will not be moved automatically, even from a home area, and must be manually designated by the player to be hauled. They can be hauled to any stockpile with the appropriate settings, however dumping stockpile zones default settings include stone chunks.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Despite the objects made of the resultant stone blocks having different HP based on which stone type is used, all stone chunks have the same amount of HP. However, they do have different masses:&lt;br /&gt;
{|width=&amp;quot;550&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[granite]]: 25 kg&lt;br /&gt;
* [[marble]]: 25 kg&lt;br /&gt;
|&lt;br /&gt;
* [[limestone]]: 22 kg&lt;br /&gt;
* [[sandstone]]: 20 kg&lt;br /&gt;
|&lt;br /&gt;
* [[slate]]: 18 kg&lt;br /&gt;
* [[vacstone]]: 18 kg&lt;br /&gt;
|}&lt;br /&gt;
Thus, if stone chunks must be transported, such as when transporting stone to a colony in a [[biome]] with low stone supplies like Ice Sheets, it can be advantageous to chose Slate over other stone types, despite the inferior stats of the [[slate blocks|end product]]. Note that stone chunks weigh the same as the blocks they are cut into, so, barring fractional calculations to maximize [[pack animal]]s' load, they are just as efficient to transport in either form. However, practically speaking, it may be advantageous to do the stonecutting at the colony where preexisting shelter, [[stonecutter's table]]s, [[tool cabinet]]s, [[armchair]]s, [[light]], [[food]], [[bed]]s, [[recreation]] and other production benefits can more easily be provided. If you do wish to create (some) stone blocks, it would be wise to take a pre-constructed stonecutter table with you, as it only weighs 20kg when minified, and you can bring it back when you're done.&lt;br /&gt;
&lt;br /&gt;
Chunks provide decent [[cover]] (50% as opposed to a tree's 25% or sandbags' {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}%). Together with the fact they are omnipresent on natural maps, they are useful in firefights and will be used by the AI. Considering they can be easily hauled, it is a good idea to remove them from places the enemy could use and form your own makeshift barricades with them - whether when attacking enemy settlements or defending against raiders.&lt;br /&gt;
&lt;br /&gt;
The [[chunk skip]] [[psycast]] {{RoyaltyIcon}} can be beneficial for both positioning cover for yourself or to remove it from enemies, as well as an easy way to move chunks a short distance without tying up a hauler. It skips the nearest 5 stone chunks or [[Steel slag chunk]]s to the target location. It is a level 1 psycast that costs 4% psyfocus and 14 points of neural heat.&lt;br /&gt;
&lt;br /&gt;
{{Stonecutting maximization}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:RockChunks.jpg|400px|thumb|right|A collection of rock chunks in their natural habitat.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Rock low a.png|Rock chunk variant A&lt;br /&gt;
Rock low b.png|Rock chunk variant B&lt;br /&gt;
Rock low c.png|Rock chunk variant C&lt;br /&gt;
Granite chunk A.png|Granite chunk variant A&lt;br /&gt;
Granite chunk B.png|Granite chunk variant B&lt;br /&gt;
Granite chunk C.png|Granite chunk variant C&lt;br /&gt;
Limestone chunk A.png|Limestone chunk variant A&lt;br /&gt;
Limestone chunk B.png|Limestone chunk variant B&lt;br /&gt;
Limestone chunk C.png|Limestone chunk variant C&lt;br /&gt;
Marble chunk A.png|Marble chunk variant A&lt;br /&gt;
Marble chunk B.png|Marble chunk variant B&lt;br /&gt;
Marble chunk C.png|Marble chunk variant C&lt;br /&gt;
Sandstone chunk A.png|Sandstone chunk variant A&lt;br /&gt;
Sandstone chunk B.png|Sandstone chunk variant B&lt;br /&gt;
Sandstone chunk C.png|Sandstone chunk variant C&lt;br /&gt;
Slate chunk A.png|Slate chunk variant A&lt;br /&gt;
Slate chunk B.png|Slate chunk variant B&lt;br /&gt;
Slate chunk C.png|Slate chunk variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Vacstone chunk added. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RockLowA.png|Original rock chunk variant A&lt;br /&gt;
RockLowB.png|Original rock chunk variant B&lt;br /&gt;
RockLowC.png|Original rock chunk variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Chunks]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore&amp;diff=167239</id>
		<title>Subcore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore&amp;diff=167239"/>
		<updated>2025-08-10T19:56:46Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
'''Subcore''' refers to one of three different crafted resources used in the creation of mechanoids. These are:&lt;br /&gt;
* [[Basic subcore]], created at a [[subcore encoder]].&lt;br /&gt;
* [[Standard subcore]], created from a human subject at a [[subcore softscanner]].&lt;br /&gt;
* [[High subcore]], created by killing a human subject at a [[subcore ripscanner]].&lt;br /&gt;
Each mechanoid requires one subcore of the correct type, with the exception of the [[war urchin]] and [[Apocriton]], as those mechs can not be gestated by using neither [[mech gestator]] nor [[large mech gestator]].&lt;br /&gt;
&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:GravEngine_with_orb.png&amp;diff=166991</id>
		<title>File:GravEngine with orb.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:GravEngine_with_orb.png&amp;diff=166991"/>
		<updated>2025-08-07T07:02:34Z</updated>

		<summary type="html">&lt;p&gt;SCD: {{Odyssey}} Category:Images - Odyssey (Buildings)

Made by adding 2 sprites: GravEngine and GravEngine_Orb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} Category:Images - Odyssey (Buildings)&lt;br /&gt;
&lt;br /&gt;
Made by adding 2 sprites: GravEngine and GravEngine_Orb&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:GravEngine.png&amp;diff=166990</id>
		<title>File:GravEngine.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:GravEngine.png&amp;diff=166990"/>
		<updated>2025-08-07T12:14:58Z</updated>

		<summary type="html">&lt;p&gt;SCD: SCD uploaded a new version of File:GravEngine.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} &lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_queen&amp;diff=166846</id>
		<title>War queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_queen&amp;diff=166846"/>
		<updated>2025-08-04T09:14:05Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{See also|War urchin}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = War queen&lt;br /&gt;
| image = Warqueen east.png&lt;br /&gt;
| description = An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 4&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 600&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Nano structuring chip&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
| resource 5 = High subcore&lt;br /&gt;
| resource 5 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''war queen''' is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[powerfocus chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more war queens can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile war queen requires a [[mechanitor]] and a [[mechband antenna]], destroying the antenna in the process. Constructing a mechband antenna requires the [[Research#{{Q|Mechband antenna|Required Research}}|{{Q|Mechband antenna|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon small|War queen|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Pikeman|25}}x5 {{Icon small|Scyther|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon small|War queen|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x7 {{Icon small|centipede burner|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon small|War queen|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Pikeman|25}}x5 {{Icon small|Tesseron|25}}x2 {{Icon small|Tunneler|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x8 {{Icon small|lancer|25}}x4 {{Icon small|centipede burner|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Pikeman|25}}x5 {{Icon small|Lancer|25}}x5 {{Icon small|Legionary|25}}x3 {{Icon small|centipede burner|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Scyther|25}}x14 {{Icon small|centipede burner|25}}x4 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Centipede burner|25}}x8 {{Icon small|scorcher|25}}x18&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon small|War queen|25}}x3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Scyther|25}}x6 {{Icon small|Lancer|25}}x6 {{Icon small|Legionary|25}}x3 {{Icon small|Centipede burner|25}}x8 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the war queen is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}} War queens have a 70% [[EMP]] resistance, meaning they are stunned for 70% less time.&lt;br /&gt;
&lt;br /&gt;
The war queen is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the war queen due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the war queen has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead war queens may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the war queen.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile War queen rewards the player with a [[Powerfocus chip]]. Studying one is required to research [[Research#High_Mechtech|High Mechtech]], and they can also be used to create various mechanitor gear.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
* Equipped with a [[charge blaster turret]].&lt;br /&gt;
* Spawns [[war urchin]]s; the queen can make up to 3 war urchins at a time. Each war urchin costs 25 [[steel]] to make. The war queen generates with 600 steel.&lt;br /&gt;
** This steel is not recovered upon killing the queen or shredding her at a [[Machining table]]&lt;br /&gt;
** If the queen is killed before the urchins, they all die immediately&lt;br /&gt;
* May come with an energy shield. 300 HP, recharges at a 0.5 rate.&lt;br /&gt;
* MeleeDoorDamageFactor = 1.5&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
It costs 25 steel to create each [[war urchin]]. Dead war urchins can be shredded at a [[machining table]] for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact. When summoning, you can summon 3 at a time every 15 seconds, for a total batch cost of 75 steel. The War Queen can hold up to 600 steel at a time, and the target level can be set by the player.&lt;br /&gt;
&lt;br /&gt;
Player urchins cannot be operated manually, nor can they be [[allowed area|zoned]], but they respect forbidden doors. Otherwise they just behave like ally pawns from NPC factions, moving towards the nearest enemy on the entire map.&lt;br /&gt;
&lt;br /&gt;
War queens cannot release war urchins while dormant self-charging, and the operation mode of a mech cannot be changed when the overseer is unavailable. However, a war queen moving due to factors like zoning restrictions are not considered as dormant self-charging and can release war urchins.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Physical strategies and/or building structures in order to fight.}}&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Despite their description in a [https://store.steampowered.com/news/app/294100/view/3319740412995640186 Biotech preview], rushing the war queen is generally not the best strategy.  The war queen will only begin to deploy urchins when she is within range of an enemy, so it can be advantageous to let her come to you.  Furthermore, the war queen can only build a finite number of urchins, so it is quite viable to hunker down and win a battle of attrition. Aiming for the queen can help, but you'll need to use [[EMP]] and rush it down ''very'' quickly, lest the swarm takes you out. Letting all the urchins be deployed allows for more steel to be recovered, as they can be shredded after, but any remaining steel inside the queen is lost. &lt;br /&gt;
&lt;br /&gt;
The real threat isn't so much the war queen as the escorts she spawns with. The first summon comes with 5(!!) pikemen, and later fights only get harder. Pikemen in particular can snipe from a long range, making it extra difficult to interrupt the constant flow of war urchins. You might want to construct a close quarter combat arena in order to counter this.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
The war queen is the single most durable mech you can gestate, boasting the highest health scale and 2nd highest armor in the game. Even if the war queen never fires, it makes for an amazing distraction. This is further enhanced by the [[war urchin]]s it can deploy. If a [[doomsday rocket launcher]] hits a war urchin, little is lost. War urchins aren't nearly as durable, but due to their small body size, they are hard to hit.&lt;br /&gt;
&lt;br /&gt;
In terms of raw firepower, the war queen is lacking, especially for an ultra-heavy mech. Instead, it relies on the swarm of urchins. Individual urchins are not effective against large enemy forces, so you may want to bunch them up. In order to bunch up your urchins, deploy them inside a room where its [[door]]s are forbidden. Once all the urchins are ready, unforbid the doors and unleash the swarm. This can be an effective but expensive way to deploy a lot of firepower.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Warqueen}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Warqueen east.png| Age 0-99 War queen facing east&lt;br /&gt;
Warqueen north.png| Age 0-99 War queen facing north&lt;br /&gt;
Warqueen south.png| Age 0-99 War queen facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
WarqueenAncient east.png| Age 100+ War queen facing east&lt;br /&gt;
WarqueenAncient north.png| Age 100+ War queen facing north&lt;br /&gt;
WarqueenAncient south.png| Age 100+ War queen facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 45% to 70%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled. Fix: War urchins are not newborn when created by a war queen.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=166845</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=166845"/>
		<updated>2025-08-04T09:16:21Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Occurrence */  sorry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = ApocritonAncient east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.&amp;lt;br&amp;gt;While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
An '''apocriton''' (pronounced ''apoc-crit-on'')&amp;lt;ref&amp;gt;[https://youtu.be/SaqYff8kEs8 Tynan Sylvester Interview, Hot Potato 2022]&amp;lt;/ref&amp;gt; is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. It drops the [[nano structuring chip]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more apocritons can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile Apocriton requires a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Constructing a mechband dish requires the [[Research#{{Q|Mechband dish|Required Research}}|{{Q|Mechband dish|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned an apocriton before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple mechanoid commanders at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days.  They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the apocriton 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x6 {{Icon small|Scyther|25}}x5&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x6 {{Icon small|Scyther|25}}x4 {{Icon small|Tesseron|25}}x4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Scyther|25}}x6 {{Icon small|Diabolus|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Tunneler|25}}x2 {{Icon small|Diabolus|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Tunneler|25}}x1 {{Icon small|Centipede blaster|25}}x2 {{Icon small|Diabolus|25}}x2 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Scyther|25}}x5 {{Icon small|Centipede blaster|25}}x2 {{Icon small|Diabolus|25}}x3 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x12 {{Icon small|Lancer|25}}x10 {{Icon small|Tunneler|25}}x5 {{Icon small|Centipede blaster|25}}x4 {{Icon small|War queen|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x15 {{Icon small|Scyther|25}}x10 {{Icon small|Centipede blaster|25}}x8 {{Icon small|Diabolus|25}}x2 {{Icon small|War queen|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The apocriton is an ultra-heavy class mechanoid. {{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time. &lt;br /&gt;
&lt;br /&gt;
The aprocriton is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead apocritons may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the apocriton.&lt;br /&gt;
&lt;br /&gt;
Along with [[termite]]s, apocritons are the only mechanoids that can't be [[Mechanitor#Acquisition|gestated]] by your colony.&lt;br /&gt;
&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
{{Stub|section=1|reason=canUseAoeToGetTargets in def?}}&lt;br /&gt;
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. &lt;br /&gt;
&lt;br /&gt;
When summoned, apocritons will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. This ability will affect a targeted mechanoid, along with other mechs in a 5-tile radius. When resurrected, the mechanoid will come back to life with all their limbs restored. The remaining injuries will be healed by half of their total damage value, applied equally to all of them (even if the healing would be wasted).&lt;br /&gt;
&lt;br /&gt;
An apocriton starts with 30 &amp;quot;charges&amp;quot; to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs, including other apocritons, cannot be resurrected.&lt;br /&gt;
&lt;br /&gt;
There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|120}} cooldown after each resurrection before the ability can be used again. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Apocritons are also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius, and within [[line of sight]]. Therefore, it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.&lt;br /&gt;
&lt;br /&gt;
Apocritons will jump when confronted by a melee enemy.&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event. This debuff does not stack if there are multiple apocritons on the map.&lt;br /&gt;
&lt;br /&gt;
=== Defeat ===&lt;br /&gt;
When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids and turrets for {{ticks|1200}}, regardless of EMP resistance. Unlike regular EMP attacks, this will not impact pawns with Royalty's [[circadian assistant|brain]] [[circadian half-cycler|implants]] or [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton?}}&lt;br /&gt;
Apocritons are the most durable mechanoid in the game. They have armor second only to the [[tunneler]] and share the highest health scale with the [[war queen]], but they couple this with a [[body size]] of 1, making them up to 50% less likely to be hit by ranged attacks than those mechs. In addition, all summoned apocritons come with a [[heavy shield unit]]. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]].&lt;br /&gt;
&lt;br /&gt;
In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, so long as they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns.  If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor]]s so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
Given its high health and armor, weapons with high armor penetration such as the charge rifle are preferred. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a very brief period. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of [[EMP grenades]] unless forced to by terrain or structures, but an [[EMP launcher]], with its superior range, can more easily be used to stun the mechanoid.&lt;br /&gt;
&lt;br /&gt;
Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.&lt;br /&gt;
&lt;br /&gt;
Apocriton's resurrection ability has two features: 1) it can resurrect mechanoids even if they are behind a wall, 2) after resurrection, the immunity of mechanoids to EMP disappears. If you manage to separate a group of 2-3 scythers or militors, then you can throw EMP grenades and kill them until apocriton runs out of resurrection charges. After that, it is more profitable to destroy the accompanying mechanoids, because apocriton itself is not capable of causing significant damage&lt;br /&gt;
&lt;br /&gt;
When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all mechanoids - player or enemy - will be stunned, turrets are unaffected. This effect is less beneficial if the player relies on mechanoids. The stun will not affect mechanoids that stay behind a wall at the time the wave is released.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Apocriton}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although the apocriton cannot be gestated, the game's files do contain &amp;quot;clean&amp;quot; variants of its textures, as well as faction color overlays.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Apocriton east.png| Age 0-99 Apocriton facing east&lt;br /&gt;
Apocriton north.png| Age 0-99 Apocriton facing north&lt;br /&gt;
Apocriton south.png| Age 0-99 Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ApocritonAncient east.png| Age 100+ Apocriton facing east&lt;br /&gt;
ApocritonAncient north.png| Age 100+ Apocriton facing north&lt;br /&gt;
ApocritonAncient south.png| Age 100+ Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Super-mechanoids cannot be called when there is already another super-mechanoid on the way. Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -&amp;gt; 75%, Blunt armor 20% -&amp;gt; 40%. Health  3.3 -&amp;gt; 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters. Updated the apocriton's description to note that it has a jump launcher - {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. While [...]''}} -&amp;gt; {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While [...]''}}&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses. Fix: Error when apocritons jump. Apocriton is now an ultraheavy weight class mech.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=166844</id>
		<title>Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=166844"/>
		<updated>2025-08-04T09:03:26Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Diabolus&lt;br /&gt;
| image = Diabolus east.png&lt;br /&gt;
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. &amp;lt;br/&amp;gt;This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 18&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = HellsphereCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''diabolus''' (pl. '''diaboli'''){{Ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]]. Constructing a comms console requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the diabolus 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon small|Militor|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon small|Militor|25}}x4 {{Icon small|Pikeman|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon small|Diabolus|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x7 {{Icon small|Pikeman|25}}x2 {{Icon small|Tesseron|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Legionary|25}}x3 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Scyther|25}}x5 {{Icon small|Centipede gunner|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x15 {{Icon small|Pikeman|25}}x8 {{Icon small|Centipede gunner|25}}x4 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x15 {{Icon small|Lancer|25}}x10 {{Icon small|Centipede gunner|25}}x4&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon small|Diabolus|25}}x3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x15 {{Icon small|Tesseron|25}}x10 {{Icon small|Centipede gunner|25}}x6 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 6. The wave count is per playthrough, not per colony or map. If the diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
Every diabolus will drop a separate signal chip, it doesn't need to be &amp;quot;the boss&amp;quot; of a wave, or even to come as a summon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}} }} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly diabolus, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}} Diaboli have an [[EMP]] resistance of 60%, meaning they are stunned for 60% less time.&lt;br /&gt;
&lt;br /&gt;
The diabolus is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the diabolus due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the diabolus has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead diaboli may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the diabolus.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.&lt;br /&gt;
&lt;br /&gt;
Friendly diaboli recharge in a [[large mech recharger]], creating 5 [[wastepack]]s to go from empty to full charge. This totals in 25 wastepacks whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
An enemy diabolus alternates between two long range attacks:&lt;br /&gt;
&lt;br /&gt;
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. This circle indicates where diabolus is aiming. It is to be noted that unlike almost every other weapon, the hellsphere cannon will not track its target while aiming and will instead keep aiming at the same spot. After a {{Ticks|450}} warmup, the cannon fires an extremely fast explosive projectile, which upon exploding will leave a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.&lt;br /&gt;
#* The explosive projectile deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}. However, due to the fact that Vaporise damage does not overflow, the majority of this damage often ends up overkilling just one or 2 body parts, leading to much lower effective damage output&lt;br /&gt;
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but puts combatants at risk of the diabolus' fire burst, so mechanoids or heavily heat-armored pawns are ideal for such an approach.&lt;br /&gt;
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, firing the hellsphere cannon, or performing other activities, and it has almost no warmup time.&lt;br /&gt;
&lt;br /&gt;
[[File:FireBurst.png|64px|left|thumb|The gizmo used to trigger the fire burst]]&lt;br /&gt;
&lt;br /&gt;
Diaboli have the ability to emit a &amp;quot;fire burst&amp;quot; on a {{Ticks/gametime|2700}} cooldown. It begins emitting visible fumes and randomly depositing [[Filth#Chemfuel puddle|chemfuel puddles]] in spaces within 5.9 tiles around itself; after 3 seconds, it fills in the remaining spaces in that radius with chemfuel puddles and releases a 10-damage [[Damage Types#Flame|Flame]] explosion with the same radius, dealing damage and igniting the puddles. As of RimWorld version 1.5, enemy diaboli that are currently 'fighting enemies' (as opposed to wandering around in preparation for an assault, pathing towards a colony, or opening fire on random buildings) will use their fire burst if attacked or even just aimed at by a pawn within 65 tiles, regardless of whether or not the burst would hit anything. Player-controlled diaboli must have their fire burst manually triggered by the player.&lt;br /&gt;
&lt;br /&gt;
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, they will use their [[hellsphere cannon]] to breach through walls, similar to [[termite]]s, if no pawns are accessible. They will also destroy buildings and objects, like any other raider.&lt;br /&gt;
&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Kiting and spreading out is key to taking out the diabolus. The biggest threat is by far its hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[fire resistant]] gene, and wearing a legendary [[duster]], [[formal vest]] {{RoyaltyIcon}} / [[corset]] {{RoyaltyIcon}}, and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.&lt;br /&gt;
&lt;br /&gt;
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.&lt;br /&gt;
&lt;br /&gt;
You should manually move pawns away from the blast radius, always allowing yourself the option to retreat. Split up your pawns, which will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway. It only has 1 non-flame attack, so even a [[cleansweeper]] can stall for some time.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
[[File:Diabolus waterskip.png|thumb|Waterskip psycast used to cancel the diabolus' fire burst]]&lt;br /&gt;
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]],{{RoyaltyIcon}} [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] or the [[waterskip]] psycast{{RoyaltyIcon}} can extinguish fire on your pawns, but heat damage still applies.&lt;br /&gt;
&lt;br /&gt;
=== Using EMP ===&lt;br /&gt;
Despite their resistance, diaboli are still vulnerable to [[EMP]] attacks. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. Stunning the diabolus interrupts the hellsphere cannon, so EMPs can be timed to prevent the cannon from firing and potentially save a pawn's life. If the diabolus is still adapted while firing, and therefore temporarily immune to further EMP stuns, then this strategy cannot be used. EMP should thus be used sparingly, rather than fired at will. &lt;br /&gt;
&lt;br /&gt;
The exception to this is once diaboli spawn with [[Heavy shield unit|shields]], which can be broken instantly by EMP. In that case it is usually better to use EMPs immediately rather than attempt to interrupt a blast. This will kill the diabolus faster, which prevents more hellsphere shots overall.&lt;br /&gt;
&lt;br /&gt;
=== Psycasts ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[File:Diabolus self anniliation.png|thumb|2 diaboli tricked into targeting eachother]]&lt;br /&gt;
Diaboli, with their 75% [[psychic sensitivity]], are vulnerable to certain [[psycasts]]. [[Beckon]] will interrupt either of its charged attacks, even if immediately broken by damage. If there are multiple diaboli in a raid, you can use Beckon to trick them into hellsphering each other.&lt;br /&gt;
&lt;br /&gt;
Casting [[Berserk (psycast)|Berserk]] on its ally can cause it to waste a lot of time on charging a friendly fire attack, which it cannot interrupt on its own. Berserk cannot be cast on diaboli, since like other mechanoid commanders they are immune to psychic insanity.&lt;br /&gt;
&lt;br /&gt;
The [[Skipshield]] psycast can be used against diaboli in much the same way it can be used against raiders equipped with [[Doomsday rocket launcher|Doomsday]]/[[Triple rocket launcher]]. Shields and skipshields block the hellsphere cannon, causing the diabolus to damage/kill itself if the barrier is close enough.&lt;br /&gt;
&lt;br /&gt;
Diaboli are too big to be affected by the [[Skip]] psycast and its variants.&lt;br /&gt;
&lt;br /&gt;
=== When you should fight ===&lt;br /&gt;
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:&lt;br /&gt;
&lt;br /&gt;
* Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.&lt;br /&gt;
* Have your mechanitor &amp;amp; militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain. &lt;br /&gt;
* Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.&lt;br /&gt;
* With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.&lt;br /&gt;
&lt;br /&gt;
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick. A [[triple rocket launcher]] can be handy, but don't harm your own mechs!&lt;br /&gt;
&lt;br /&gt;
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).&lt;br /&gt;
&lt;br /&gt;
=== As a counter raid ===&lt;br /&gt;
Diabolus (and any mech boss) can be summoned defensively against any other non-mech raid, sometimes to a great efficiency since hostile raids will more often than not prefer to fight each other and diabolus can be summoned every 2 days without any additional buildings which can make certain endgame sequences considerably easier.&lt;br /&gt;
&lt;br /&gt;
== Analysis - As an ally ==&lt;br /&gt;
{{Stub|section=1|reason=Why build the diabolus? Also tactics. Diabolus killbox example and synergy with [[Skipshield]]}}&lt;br /&gt;
Slow and with a little more health &amp;amp; armor than a [[centipede]], diaboli are best used against stationary threats like [[siege]]s, [[mech cluster]]s,{{RoyaltyIcon}} and other mech commanders as well as centipedes. The [[charge blaster turret]] is more of a gimmick, when the diabolus slowly closes distance. It's faster than a centipede, but not a lot: a speed of 2.4 c/s compared to 1.9 c/s.&lt;br /&gt;
&lt;br /&gt;
But when it's close, it's a tank killer. The [[hellsphere cannon]] is a devastating tool. It does 800 [[Vaporize]] damage with an AP of 100%, about 2/3 more than a [[antigrain warhead]]. It can easily one-shot or at least massively soften up even the strongest enemy mechanoids. While you can dodge enemy hellsphere cannon shots with some micro management thanks to its long wind-up time, the enemy won't. They just stand there and get destroyed.&lt;br /&gt;
&lt;br /&gt;
A diabolus can destroy [[obelisk]]s{{AnomalyIcon}} in one hit, removing them from map without triggering their activation effect.&lt;br /&gt;
&lt;br /&gt;
Watch out for the hellsphere cannon accidentally destroying items, including the chips dropped by all 3 mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
Due to the efficacy of fire against insectoids, the diabolus can be an effective way to eliminate infestations. This risks the diabolus' own body if the insectoids manage to destroy it, potentially preventing resurrection and wasting resources, especially if in a room whose floor is made of a flammable material like wood.&lt;br /&gt;
&lt;br /&gt;
When using the remote shielder, be very careful. If the shield is active when the hellsphere cannon is fired, the shot will hit the shield, damaging the diabolus and anything within point blank range.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Diabolus}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Diabolus east.png| Age 0-99 Diabolus facing east&lt;br /&gt;
Diabolus north.png| Age 0-99 Diabolus facing north&lt;br /&gt;
Diabolus south.png| Age 0-99 Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
DiabolusAncient east.png| Age 100+ Diabolus facing east&lt;br /&gt;
DiabolusAncient north.png| Age 100+ Diabolus facing north&lt;br /&gt;
DiabolusAncient south.png| Age 100+ Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: match diabolus fire burst range to its range overlay.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Diabolus' fire burst shoots fuel through the walls.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses.&lt;br /&gt;
&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=166842</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=166842"/>
		<updated>2025-08-04T08:53:08Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Occurrence */ by accident i forgot that not all numbers are single digits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = ApocritonAncient east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.&amp;lt;br&amp;gt;While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
An '''apocriton''' (pronounced ''apoc-crit-on'')&amp;lt;ref&amp;gt;[https://youtu.be/SaqYff8kEs8 Tynan Sylvester Interview, Hot Potato 2022]&amp;lt;/ref&amp;gt; is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. It drops the [[nano structuring chip]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more apocritons can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile Apocriton requires a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Constructing a mechband dish requires the [[Research#{{Q|Mechband dish|Required Research}}|{{Q|Mechband dish|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned an apocriton before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple mechanoid commanders at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days.  They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the apocriton 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Heavy shield unit&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x6 {{Icon small|Scyther|25}}x5&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x6 {{Icon small|Scyther|25}}x4 {{Icon small|Tesseron|25}}x4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Scyther|25}}x6 {{Icon small|Diabolus|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Tunneler|25}}x2 {{Icon small|Diabolus|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Tunneler|25}}x1 {{Icon small|Centipede blaster|25}}x2 {{Icon small|Diabolus|25}}x2 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x10 {{Icon small|Scyther|25}}x5 {{Icon small|Centipede blaster|25}}x2 {{Icon small|Diabolus|25}}x3 {{Icon small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x12 {{Icon small|Lancer|25}}x10 {{Icon small|Tunneler|25}}x5 {{Icon small|Centipede blaster|25}}x4 {{Icon small|War queen|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon small|Militor|25}}x15 {{Icon small|Scyther|25}}x10 {{Icon small|Centipede blaster|25}}x8 {{Icon small|Diabolus|25}}x2 {{Icon small|War queen|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The apocriton is an ultra-heavy class mechanoid. {{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time. &lt;br /&gt;
&lt;br /&gt;
The aprocriton is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead apocritons may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the apocriton.&lt;br /&gt;
&lt;br /&gt;
Along with [[termite]]s, apocritons are the only mechanoids that can't be [[Mechanitor#Acquisition|gestated]] by your colony.&lt;br /&gt;
&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
{{Stub|section=1|reason=canUseAoeToGetTargets in def?}}&lt;br /&gt;
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. &lt;br /&gt;
&lt;br /&gt;
When summoned, apocritons will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. This ability will affect a targeted mechanoid, along with other mechs in a 5-tile radius. When resurrected, the mechanoid will come back to life with all their limbs restored. The remaining injuries will be healed by half of their total damage value, applied equally to all of them (even if the healing would be wasted).&lt;br /&gt;
&lt;br /&gt;
An apocriton starts with 30 &amp;quot;charges&amp;quot; to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs, including other apocritons, cannot be resurrected.&lt;br /&gt;
&lt;br /&gt;
There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|120}} cooldown after each resurrection before the ability can be used again. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Apocritons are also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius, and within [[line of sight]]. Therefore, it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.&lt;br /&gt;
&lt;br /&gt;
Apocritons will jump when confronted by a melee enemy.&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event. This debuff does not stack if there are multiple apocritons on the map.&lt;br /&gt;
&lt;br /&gt;
=== Defeat ===&lt;br /&gt;
When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids and turrets for {{ticks|1200}}, regardless of EMP resistance. Unlike regular EMP attacks, this will not impact pawns with Royalty's [[circadian assistant|brain]] [[circadian half-cycler|implants]] or [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton?}}&lt;br /&gt;
Apocritons are the most durable mechanoid in the game. They have armor second only to the [[tunneler]] and share the highest health scale with the [[war queen]], but they couple this with a [[body size]] of 1, making them up to 50% less likely to be hit by ranged attacks than those mechs. In addition, all summoned apocritons come with a [[heavy shield unit]]. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]].&lt;br /&gt;
&lt;br /&gt;
In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, so long as they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns.  If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor]]s so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
Given its high health and armor, weapons with high armor penetration such as the charge rifle are preferred. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a very brief period. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of [[EMP grenades]] unless forced to by terrain or structures, but an [[EMP launcher]], with its superior range, can more easily be used to stun the mechanoid.&lt;br /&gt;
&lt;br /&gt;
Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.&lt;br /&gt;
&lt;br /&gt;
Apocriton's resurrection ability has two features: 1) it can resurrect mechanoids even if they are behind a wall, 2) after resurrection, the immunity of mechanoids to EMP disappears. If you manage to separate a group of 2-3 scythers or militors, then you can throw EMP grenades and kill them until apocriton runs out of resurrection charges. After that, it is more profitable to destroy the accompanying mechanoids, because apocriton itself is not capable of causing significant damage&lt;br /&gt;
&lt;br /&gt;
When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all mechanoids - player or enemy - will be stunned, turrets are unaffected. This effect is less beneficial if the player relies on mechanoids. The stun will not affect mechanoids that stay behind a wall at the time the wave is released.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Apocriton}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although the apocriton cannot be gestated, the game's files do contain &amp;quot;clean&amp;quot; variants of its textures, as well as faction color overlays.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Apocriton east.png| Age 0-99 Apocriton facing east&lt;br /&gt;
Apocriton north.png| Age 0-99 Apocriton facing north&lt;br /&gt;
Apocriton south.png| Age 0-99 Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ApocritonAncient east.png| Age 100+ Apocriton facing east&lt;br /&gt;
ApocritonAncient north.png| Age 100+ Apocriton facing north&lt;br /&gt;
ApocritonAncient south.png| Age 100+ Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Super-mechanoids cannot be called when there is already another super-mechanoid on the way. Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -&amp;gt; 75%, Blunt armor 20% -&amp;gt; 40%. Health  3.3 -&amp;gt; 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters. Updated the apocriton's description to note that it has a jump launcher - {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. While [...]''}} -&amp;gt; {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While [...]''}}&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses. Fix: Error when apocritons jump. Apocriton is now an ultraheavy weight class mech.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=166831</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=166831"/>
		<updated>2025-08-04T08:23:57Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Occurrence */  Upgrading mech boss wave table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = ApocritonAncient east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.&amp;lt;br&amp;gt;While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
An '''apocriton''' (pronounced ''apoc-crit-on'')&amp;lt;ref&amp;gt;[https://youtu.be/SaqYff8kEs8 Tynan Sylvester Interview, Hot Potato 2022]&amp;lt;/ref&amp;gt; is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. It drops the [[nano structuring chip]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more apocritons can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile Apocriton requires a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Constructing a mechband dish requires the [[Research#{{Q|Mechband dish|Required Research}}|{{Q|Mechband dish|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned an apocriton before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple mechanoid commanders at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days.  They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the apocriton 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Heavy shield unit&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=Militor]]x6 [[file:ScytherClean east.png|25px|link=scyther]]x5&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=militor]]x6 [[file:ScytherClean east.png|25px|link=scyther]]x4 [[file:Tesseron east.png|25px|link=tesseron]]x4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=militor]]x1 [[file:ScytherClean east.png|25px|link=scyther]]x6 [[file:Diabolus east.png|25px|link=diabolus]]x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=militor]]x1 [[file:Tunneler east.png|25px|link=tunneler]]x2 [[file:Diabolus east.png|25px|link=diabolus]]x2&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=militor]]x1 [[file:Tunneler east.png|25px|link=tunneler]]x1 [[file:CentipedeClean east.png|25px|link=centipede]] (blaster) x2 [[file:Diabolus east.png|25px|link=diabolus]]x2 [[file:Centurion east.png|25px|link=centurion]]x1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=militor]]x1 [[file:ScytherClean east.png|25px|link=scyther]]x5 [[file:CentipedeClean east.png|25px|link=centipede]] (blaster) x2 [[file:Diabolus east.png|25px|link=diabolus]]x3 [[file:Centurion east.png|25px|link=centurion]]x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=militor]]x1 [[file:LancerClean east.png|25px|link=lancer]]x1 [[file:Tunneler east.png|25px|link=tunneler]]x5 [[file:CentipedeClean east.png|25px|link=centipede]] (blaster) x4 [[file:Warqueen east.png|25px|link=war queen]]x1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Yes&lt;br /&gt;
| [[file:Militor east.png|25px|link=militor]]x1 [[file:ScytherClean east.png|25px|link=scyther]]x1 [[file:CentipedeClean east.png|25px|link=centipede]] (blaster) x8 [[file:Diabolus east.png|25px|link=diabolus]]x2 [[file:Warqueen east.png|25px|link=war queen]]x1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The apocriton is an ultra-heavy class mechanoid. {{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time. &lt;br /&gt;
&lt;br /&gt;
The aprocriton is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead apocritons may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the apocriton.&lt;br /&gt;
&lt;br /&gt;
Along with [[termite]]s, apocritons are the only mechanoids that can't be [[Mechanitor#Acquisition|gestated]] by your colony.&lt;br /&gt;
&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
{{Stub|section=1|reason=canUseAoeToGetTargets in def?}}&lt;br /&gt;
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. &lt;br /&gt;
&lt;br /&gt;
When summoned, apocritons will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. This ability will affect a targeted mechanoid, along with other mechs in a 5-tile radius. When resurrected, the mechanoid will come back to life with all their limbs restored. The remaining injuries will be healed by half of their total damage value, applied equally to all of them (even if the healing would be wasted).&lt;br /&gt;
&lt;br /&gt;
An apocriton starts with 30 &amp;quot;charges&amp;quot; to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs, including other apocritons, cannot be resurrected.&lt;br /&gt;
&lt;br /&gt;
There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|120}} cooldown after each resurrection before the ability can be used again. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Apocritons are also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius, and within [[line of sight]]. Therefore, it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.&lt;br /&gt;
&lt;br /&gt;
Apocritons will jump when confronted by a melee enemy.&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event. This debuff does not stack if there are multiple apocritons on the map.&lt;br /&gt;
&lt;br /&gt;
=== Defeat ===&lt;br /&gt;
When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids and turrets for {{ticks|1200}}, regardless of EMP resistance. Unlike regular EMP attacks, this will not impact pawns with Royalty's [[circadian assistant|brain]] [[circadian half-cycler|implants]] or [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton?}}&lt;br /&gt;
Apocritons are the most durable mechanoid in the game. They have armor second only to the [[tunneler]] and share the highest health scale with the [[war queen]], but they couple this with a [[body size]] of 1, making them up to 50% less likely to be hit by ranged attacks than those mechs. In addition, all summoned apocritons come with a [[heavy shield unit]]. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]].&lt;br /&gt;
&lt;br /&gt;
In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, so long as they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns.  If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor]]s so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
Given its high health and armor, weapons with high armor penetration such as the charge rifle are preferred. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a very brief period. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of [[EMP grenades]] unless forced to by terrain or structures, but an [[EMP launcher]], with its superior range, can more easily be used to stun the mechanoid.&lt;br /&gt;
&lt;br /&gt;
Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.&lt;br /&gt;
&lt;br /&gt;
Apocriton's resurrection ability has two features: 1) it can resurrect mechanoids even if they are behind a wall, 2) after resurrection, the immunity of mechanoids to EMP disappears. If you manage to separate a group of 2-3 scythers or militors, then you can throw EMP grenades and kill them until apocriton runs out of resurrection charges. After that, it is more profitable to destroy the accompanying mechanoids, because apocriton itself is not capable of causing significant damage&lt;br /&gt;
&lt;br /&gt;
When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all mechanoids - player or enemy - will be stunned, turrets are unaffected. This effect is less beneficial if the player relies on mechanoids. The stun will not affect mechanoids that stay behind a wall at the time the wave is released.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Apocriton}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although the apocriton cannot be gestated, the game's files do contain &amp;quot;clean&amp;quot; variants of its textures, as well as faction color overlays.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Apocriton east.png| Age 0-99 Apocriton facing east&lt;br /&gt;
Apocriton north.png| Age 0-99 Apocriton facing north&lt;br /&gt;
Apocriton south.png| Age 0-99 Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ApocritonAncient east.png| Age 100+ Apocriton facing east&lt;br /&gt;
ApocritonAncient north.png| Age 100+ Apocriton facing north&lt;br /&gt;
ApocritonAncient south.png| Age 100+ Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Super-mechanoids cannot be called when there is already another super-mechanoid on the way. Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -&amp;gt; 75%, Blunt armor 20% -&amp;gt; 40%. Health  3.3 -&amp;gt; 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters. Updated the apocriton's description to note that it has a jump launcher - {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. While [...]''}} -&amp;gt; {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While [...]''}}&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses. Fix: Error when apocritons jump. Apocriton is now an ultraheavy weight class mech.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=166405</id>
		<title>Gravcore power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=166405"/>
		<updated>2025-07-26T18:15:21Z</updated>

		<summary type="html">&lt;p&gt;SCD: Just build cost for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when Odyssey goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Gravcore power cellLast&lt;br /&gt;
| image = &lt;br /&gt;
| description =&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| flammability = .30&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 x 1&lt;br /&gt;
| placeable = true&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 --&amp;gt;&lt;br /&gt;
| work to make = 67&lt;br /&gt;
| resource 1 = Gravcore&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 60&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;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
== Summary ==&lt;br /&gt;
A power generator that passively draws a small amount of energy from gravitational waves passing through the gravship.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
NAV AND CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grav_field_extender&amp;diff=166289</id>
		<title>Grav field extender</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grav_field_extender&amp;diff=166289"/>
		<updated>2025-07-25T06:16:20Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Grav field extender&lt;br /&gt;
| image = &lt;br /&gt;
| description = An ultratech device used to increase the size of a gravship. It extends the area in which substructure can be built, and increases the amount of substructure that a gravship can support. Must be built near a grav engine.\n\nA gravship can support up to six grav field extenders.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = &lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability =&lt;br /&gt;
| rotatable = False&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 x 1&lt;br /&gt;
| passability =  pass through only&lt;br /&gt;
| terrain affordance = substructure&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = 2&lt;br /&gt;
| glowcolor = 0,218,255,0&lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic Gravtech&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 1500 &lt;br /&gt;
| resource 1 = Gravcore&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 35&lt;br /&gt;
| resource 3 = component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = steel&lt;br /&gt;
| resource 4 amount = 80&lt;br /&gt;
| deconstruct yield = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GravFieldExtender&lt;br /&gt;
| label = grav field extender&lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = 2300&lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Allows extending maximum size of the gravship by 250 tiles. Grav field extender itself has its own range, 16 tiles; however, it must be placed in the range of [[Grav engine]]. &lt;br /&gt;
&lt;br /&gt;
Ship can have up to 6 extenders at once. &lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Small_thruster&amp;diff=166286</id>
		<title>Small thruster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Small_thruster&amp;diff=166286"/>
		<updated>2025-07-25T06:00:08Z</updated>

		<summary type="html">&lt;p&gt;SCD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Small thruster&lt;br /&gt;
| image = &lt;br /&gt;
| description = A chemfuel thruster that increases the range of a gravship. Thrusters require an unobstructed area free of large buildings and gravship substructure.\n\nA gravship can support up to four small thrusters.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 250&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = True&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 x 2&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| terrain affordance = substructure &amp;lt;!--ye, no idea why it complains here --&amp;gt;&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic Gravtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| resource 3 = &lt;br /&gt;
| resource 3 amount = &lt;br /&gt;
| resource 4 =&lt;br /&gt;
| resource 4 amount = &lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = SmallThruster&lt;br /&gt;
| label = small thruster&lt;br /&gt;
| tickerType = Rare&lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = Odyssey&lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = 2200&lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
The Small Thruster is available within the 'Basic gravtech' technology which requires 300 research points and the 'Electricity' tech to be unlocked. They can be built with 180 Steel and 4 Components, however are limited to four instances per gravship. They are also required to be built upon gravship substructures within the reach of a grav engine or grav field extender to function. Like some gravtech, they do not require electricity or a wire to be near them to function.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Small thrusters add 10 tiles max travel distance to a gravship. This means that a gravship using the maximum number of small thrusters (4) can travel 40 tiles using 400 chemfuel.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:PilotConsole_south.png&amp;diff=166285</id>
		<title>File:PilotConsole south.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:PilotConsole_south.png&amp;diff=166285"/>
		<updated>2025-07-25T05:42:14Z</updated>

		<summary type="html">&lt;p&gt;SCD: {{Odyssey}} Category: Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} Category: Images&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:PilotConsole_north.png&amp;diff=166284</id>
		<title>File:PilotConsole north.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:PilotConsole_north.png&amp;diff=166284"/>
		<updated>2025-07-25T05:41:03Z</updated>

		<summary type="html">&lt;p&gt;SCD: {{Odyssey}} Category: Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} Category: Images&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:PilotConsole_east.png&amp;diff=166283</id>
		<title>File:PilotConsole east.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:PilotConsole_east.png&amp;diff=166283"/>
		<updated>2025-07-25T05:40:06Z</updated>

		<summary type="html">&lt;p&gt;SCD: {{Odyssey}} Category: Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} Category: Images&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Substructure.png&amp;diff=166282</id>
		<title>File:Substructure.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Substructure.png&amp;diff=166282"/>
		<updated>2025-07-25T05:38:27Z</updated>

		<summary type="html">&lt;p&gt;SCD: {{Odyssey}} Category: Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} Category: Images&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravships&amp;diff=166281</id>
		<title>Gravships</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravships&amp;diff=166281"/>
		<updated>2025-07-25T05:28:38Z</updated>

		<summary type="html">&lt;p&gt;SCD: Redirected page to Gravship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gravship]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravcore&amp;diff=165856</id>
		<title>Gravcore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravcore&amp;diff=165856"/>
		<updated>2025-07-21T18:55:10Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, but also infobox may not be complete}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Gravcore&lt;br /&gt;
| image = Gravcore a.png&lt;br /&gt;
| description = An ultratech device that generates an unstructured graviton field. It is useless by itself, but it can be installed in a grav engine to increase lift capacity.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| techLevel = Spacer&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
| marketvalue = 1250&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Gravcores can be acquired from a total of 3 sources, all quest related:&lt;br /&gt;
* Gravship subquests, they contain a minimum of 1 core as main reward. &lt;br /&gt;
* With low {{Check Tag|Chance?}} chance to drop from sealed containers. &lt;br /&gt;
* As a reward from Odyssey-related quest. {{Check Tag|What quests?}}&lt;br /&gt;
&lt;br /&gt;
After finishing main Gravship quest, subquests stop spawning, which heavily limits accessibility to new Gravcores.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Gravcores are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gravcore_a.png|One&lt;br /&gt;
File:Gravcore_b.png|Partial stack&lt;br /&gt;
File:Gravcore_c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
NAV AND CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=162777</id>
		<title>Wind turbine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=162777"/>
		<updated>2025-06-22T21:05:48Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Summary */  few words before, we did not put a space between value and unit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| name = Wind turbine&lt;br /&gt;
| image = Wind_Power.png&lt;br /&gt;
| description = A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 7 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 150&lt;br /&gt;
| beauty = -12&lt;br /&gt;
| power = 2300&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = electricity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3300&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Wind turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details on autocutting}}&lt;br /&gt;
Wind turbines generate a variable amount of power based on the current wind speed, which in turn is based on ranges set by the current [[Environment#Weather|Weather]]. The wattage is directly proportional to the windspeed. They output 2300W at 100% wind speed, and 3450W at 150% wind speed, the maximum. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.&lt;br /&gt;
&lt;br /&gt;
Like all generators, each tile of a wind turbine counts as a [[power conduit]]. Turbines directly adjacent to each other will connect (see Fig. 1), and appliances within 6 tiles can connect to any tile of a turbine&lt;br /&gt;
&lt;br /&gt;
Generators are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt.{{Check Tag|Verify}} During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.&lt;br /&gt;
&lt;br /&gt;
=== Exclusion zone === &lt;br /&gt;
The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected, or when placing the wind turbine blueprint. Any trees, mountains, roofs, and most buildings will reduce the turbine's output by 20% - five obstructed tiles reduce power to 0. The exclusion zone of several turbines may overlap, so long as the turbine building itself isn't in any of the zones.&lt;br /&gt;
&lt;br /&gt;
Low-lying objects like [[solar generator]]s and [[shelf|shelves]] can be placed without hindering the turbine's operation, and are an efficient use of space. [[Growing zone]]s (if not set to trees) or artificial [[floors|flooring]] can also be used to prevent wild trees from growing.&lt;br /&gt;
&lt;br /&gt;
The following objects block wind turbines, and are ''not'' low-lying:&lt;br /&gt;
{{#ask:[[Blocks Wind::true]]|format=ul|class=ul-column-width-100|limit=100}}&lt;br /&gt;
&lt;br /&gt;
[[File:Wind_exclusion.png|500px|thumb|center|2 turbines unobstructed. The [[solar generator]] does not block the turbines.]]&lt;br /&gt;
&lt;br /&gt;
=== Wind speed ===&lt;br /&gt;
{{Main|Weather}}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wind speed&lt;br /&gt;
! Wind speed modifier&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| [[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| None to moderate&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Wind turbines are a renewable (i.e, maintenance-free) source of energy, and have the advantage of requiring no [[research]] past Electricity. Both [[wood-fired generator]]s and [[chemfuel generator]]s will constantly require a source of fuel.&lt;br /&gt;
&lt;br /&gt;
Wind itself is fairly inconsistent in terms of power, but this problem can be mitigated by installing [[batteries]] (which require some research). With a battery, wind becomes a somewhat stable energy source, working [[Environment#Daylight timing and latitude|day and night]]. An [[eclipse]] will completely shut down a [[solar generator]], but no event can entirely stop wind. Only a small subset of other dangers, like fog or rain [[weather controller]]s{{RoyaltyIcon}}, can reduce it. Note that, even with batteries, the exact power average can be unstable.&lt;br /&gt;
&lt;br /&gt;
Their other main drawback is the space requirement - a need for a large, open area clear of [[trees]], mountains, [[buildings]], [[roof]]s and other tall constructions. This makes turbines harder to protect. You can still build a wall just outside of its zone, but supporting multiple turbines quickly becomes a time and space consuming project. The empty space can also be used to house short objects that won't block the wind. One option is solar generators, although this creates a risk of having a large amount of power generated in one space that needs to be properly protected. Solar generators also don't fit fully in the space of turbines, which makes land for trees to sprout and block the wind. Another empty space item is crops. Regardless of height, no crop will block the wind, and pawns will automatically cut trees in growing zones. Crops can however catch fire if a turbine is destroyed, creating the risk of food loss, and they may need to be planted in [[Plants#Fertility|bad soil]] to fit with turbine placement.&lt;br /&gt;
&lt;br /&gt;
[[Watermill generator]]s and [[geothermal generator]]s offer completely consistent power, but require dedicated research, and can only be built in certain locations.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
#Certain [[weather]] conditions offer a positive modifier to wind, like Thunderstorm or Snow. If a [[weather controller]] of those types is deployed, then it may be in your interest to preserve them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wind turbines located adjacent to each other in RimWorld 1.3.3389.jpg|Fig. 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
* Beta 18 - Width was increased from 5 to 7 tiles wide.&lt;br /&gt;
* Beta 19 - Power generation was buffed by 15%, from max. 3000W.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Can now be walked through.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -&amp;gt; 50.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Checkbox cutoff on wind turbine's auto-cut settings tab.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reading_Bonus&amp;diff=162024</id>
		<title>Reading Bonus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reading_Bonus&amp;diff=162024"/>
		<updated>2025-05-10T15:47:03Z</updated>

		<summary type="html">&lt;p&gt;SCD: in game description is incorrect, quality does not matter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Subheadings, cleanup. research speed implementation mechanics}}&lt;br /&gt;
{{Stub|reason=1) Two-way links}}&lt;br /&gt;
{{Verified|1.5.4104}}{{Stat&lt;br /&gt;
| def name = RoomReadingBonus&lt;br /&gt;
| label = reading bonus&lt;br /&gt;
| description = Provides a bonus to [[research speed]], [[Skills#Improving skills|XP]] gained from reading, and [[recreation]] gained from reading in the same room as the [[bookcase]]. This is increased by placing more and higher quality [[books]] in the bookcase.&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 1&lt;br /&gt;
| effective maximum = 1.2&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| category = Building&lt;br /&gt;
| display priority in category = 4200&lt;br /&gt;
| worker class = StatWorker_RoomReadingBonus&lt;br /&gt;
| parts = StatPart_RoomStat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The research bonus applies to both [[Hi-tech research bench|Hi-tech]] and [[Simple research bench]]es, and is applied multiplicatively, similar to Room Cleanliness. It's important to note that in-game description is misleading, as reading bonus is NOT increased by quality of a book, as it is only based only on quantity of a books. &lt;br /&gt;
&lt;br /&gt;
This is only used to communicate information in the special stats page for [[bookcase]]s.&lt;br /&gt;
&lt;br /&gt;
It depends entirely on the following room stat:&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Room Stat !! Custom Label&lt;br /&gt;
|-&lt;br /&gt;
! [[Rooms#Reading bonus|Reading bonus]]&lt;br /&gt;
| Reading bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Reading Bonus]] is determined by the number of books in bookcases in a room. Books on the floor do not count towards this stat.&lt;br /&gt;
&lt;br /&gt;
There are diminishing returns on ''reading bonus'' for the number of books:&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Books !! Reading Bonus Offset Per Book&lt;br /&gt;
|-&lt;br /&gt;
! 1-5&lt;br /&gt;
| {{+|0.8%}}&lt;br /&gt;
|-&lt;br /&gt;
! 6-10&lt;br /&gt;
| {{+|0.4%}}&lt;br /&gt;
|-&lt;br /&gt;
! 11-15&lt;br /&gt;
| {{+|0.2%}}&lt;br /&gt;
|-&lt;br /&gt;
! 16+&lt;br /&gt;
| {{+|0.1%}}&lt;br /&gt;
|}&lt;br /&gt;
{{Graph:Chart|width=300|height=150|xAxisTitle=Number of Books|yAxisTitle=Reading Bonus|type=line|x=0, 1, 5, 6, 10, 11, 15, 16, 155, 160|y=1, 1.008, 1.04, 1.044, 1.06, 1.062, 1.07, 1.071, 1.2, 1.2|xGrid=|yGrid=}}&lt;br /&gt;
Books 1-5 give a total of {{+|4%}}, books 6-10 a total {{+|2}}, 11-15 a total {{+|1%}}, and 16+ a mere {{+|0.1%}} per book. To reach the maximum bonus of '''120%''', it would require a total of 155 books.&lt;br /&gt;
&lt;br /&gt;
Although the stat description might imply that higher quality books give higher reading bonuses, there is no evidence within the code that supports that case. However, there are several factors that do depend on book quality when reading a book:&lt;br /&gt;
&lt;br /&gt;
{{Icon Small|Schematic|24}} [[Schematic]] [[research]] experience gain:&lt;br /&gt;
{| {{STDT| c_04}}&lt;br /&gt;
! [[Quality]] !! Research&amp;lt;br /&amp;gt;Exp/Tick !! {{Ticks|60}} !! {{Ticks/gametime/hours|2500}} !! {{Ticks/gametime/days|60000}}&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 0.008 || 0.48 || 20 || 480&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.012 || 0.72 || 30 || 720&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 0.016 || 0.96 || 40 || 960&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 0.02 || 1.2 || 50 || 1200&lt;br /&gt;
|-&lt;br /&gt;
! Excellent&lt;br /&gt;
| 0.024 || 1.44 || 60 || 1440&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork&lt;br /&gt;
| 0.028 || 1.68 || 70 || 1680&lt;br /&gt;
|-&lt;br /&gt;
! Legendary&lt;br /&gt;
| 0.032 || 1.92 || 80 || 1920&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Icon Small|Tome|24}} [[Tome]] {{AnomalyIcon}} [[Property:Anomaly Knowledge|Knowledge]] {{AnomalyIcon}} experience gain:&lt;br /&gt;
{| {{STDT| c_04}}&lt;br /&gt;
! [[Quality]] !! Knowledge&amp;lt;br /&amp;gt;Exp/Tick !! {{Ticks|60}} !! {{Ticks/gametime/hours|2500}} !! {{Ticks/gametime/days|60000}}&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 0.00003 || 0.0018 || 0.075 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.00006 || 0.0036 || 0.15 || 3.6&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 0.00009 || 0.0054 || 0.225 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 0.00012 || 0.0072 || 0.3 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
! Excellent&lt;br /&gt;
| 0.00015 || 0.009 || 0.375 || 9&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork&lt;br /&gt;
| 0.00018 || 0.0108 || 0.45 || 10.8&lt;br /&gt;
|-&lt;br /&gt;
! Legendary&lt;br /&gt;
| 0.00021 || 0.0126 || 0.525 || 12.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Icon Small|Textbook|24}} [[Textbook]] [[skill]] experience gain:&lt;br /&gt;
{| {{STDT| c_04}}&lt;br /&gt;
! [[Quality]] !! Skill&amp;lt;br /&amp;gt;Exp/Tick !! {{Ticks|60}} !! {{Ticks/gametime/hours|2500}} !! {{Ticks/gametime/days|60000}}&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 0.05 || 3 || 125 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.075 || 4.5 || 187.5 || 4500&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 0.1 || 6 || 250 || 6000&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 0.125 || 7.5 || 312.5 || 7500&lt;br /&gt;
|-&lt;br /&gt;
! Excellent&lt;br /&gt;
| 0.15 || 9 || 375 || 9000&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork&lt;br /&gt;
| 0.175 || 10.5 || 437.5 || 10500&lt;br /&gt;
|-&lt;br /&gt;
! Legendary&lt;br /&gt;
| 0.2 || 12 || 500 || 12000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Icon Small|Novel|24}} [[Novel]] [[recreation]] factor:&lt;br /&gt;
{| {{STDT| c_04}}&lt;br /&gt;
! [[Quality]] !! Joy&amp;lt;br /&amp;gt;Factor&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 1.4&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 1.8&lt;br /&gt;
|-&lt;br /&gt;
! Excellent&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
! Legendary&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All of these factors are further multiplied by the [[Reading Bonus]] of the room.&lt;br /&gt;
&lt;br /&gt;
== Calculating Reading Bonus ==&lt;br /&gt;
For reference, bookcases hold 5 books per cell, where [[Bookcase]]s have 2 cells and [[Small bookcase]]s have 1. ''Cells Filled Percentage'' refers to the ratio of books held within a bookcase cell to the maximum, i.e. 5, so each book adds 20%.&lt;br /&gt;
&lt;br /&gt;
Since '''Reading Bonus''' depends on '''Room Reading Bonus''', they are essentially the same thing.&lt;br /&gt;
&lt;br /&gt;
'''Room Reading Bonus''' is calculated with:&lt;br /&gt;
&lt;br /&gt;
num = 0&lt;br /&gt;
&lt;br /&gt;
num2 = 0&lt;br /&gt;
&lt;br /&gt;
for each bookcase in the room: add ''Cells Filled Percentage'' for each cell to num2&lt;br /&gt;
&lt;br /&gt;
num2 = sum of all bookcase cells filled percentages.&lt;br /&gt;
&lt;br /&gt;
num4 = 0&lt;br /&gt;
&lt;br /&gt;
while num2 &amp;gt; 0 and num &amp;lt; 0.2:&lt;br /&gt;
# num5 = num2, or 1 if num2 is &amp;gt;= 1&lt;br /&gt;
# subtract num5 from num2&lt;br /&gt;
# add (num5 * CellFilledFactor[index = the smaller of num4 and 3]) to num&lt;br /&gt;
#* add 1 to num4&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Index !! Factor&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| 0.04&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0.02&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 0.01&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 0.005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Room Reading Bonus = 1 + the smaller of num and 0.2&lt;br /&gt;
&lt;br /&gt;
So if you have 20 cells worth of full bookcases (100 total books):&lt;br /&gt;
&lt;br /&gt;
num2 = 20&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Iteration !! num5 !! num2 !! num&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1 || 19 || 0.04 (0 + 0.04)&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1 || 18 || 0.06 (0.04 + 0.02)&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1 || 17 || 0.07 (0.06 + 0.01)&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1 || 16 || 0.075 (0.07 + 0.005)&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1 || 15 || 0.08 (0.075 + 0.005)&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1 || 14 || 0.085 (0.08 + 0.005)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With our current example, this would be repeated 14 more times, to where num = 0.155&lt;br /&gt;
&lt;br /&gt;
The ''Room Reading Bonus'' would therefore be 1.155, or 115.5%, for 100 books.&lt;br /&gt;
&lt;br /&gt;
Here is a table with the total number of books (in bookcases) in a room, and the resulting ''room reading bonus'':&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Books !! Room&amp;lt;br /&amp;gt;Reading&amp;lt;br /&amp;gt;Bonus&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1.008&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1.016&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 1.024&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 1.032&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 1.04&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 1.044&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 1.048&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 1.052&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 1.056&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 1.06&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 1.062&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 1.064&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 1.066&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 1.068&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 1.07&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 1.071&lt;br /&gt;
|-&lt;br /&gt;
! 17&lt;br /&gt;
| 1.072&lt;br /&gt;
|-&lt;br /&gt;
! 18&lt;br /&gt;
| 1.073&lt;br /&gt;
|-&lt;br /&gt;
! 19&lt;br /&gt;
| 1.074&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| 1.075&lt;br /&gt;
|-&lt;br /&gt;
! 25&lt;br /&gt;
| 1.08&lt;br /&gt;
|-&lt;br /&gt;
! 100&lt;br /&gt;
| 1.155&lt;br /&gt;
|-&lt;br /&gt;
! 155&lt;br /&gt;
| 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
&amp;lt;!-- This is only used to communicate information in the special stats page --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Reading Bonus&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;RoomReadingBonus&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;reading bonus&lt;br /&gt;
| Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''50'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''Building'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Building'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Worker Class:''' StatWorker_RoomReadingBonus&lt;br /&gt;
* '''Default Base Value:''' {{%|1}}&lt;br /&gt;
* '''Min Value:''' {{%|1}}&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
|&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_RoomStat:'''&lt;br /&gt;
*** '''Room Stat: '''[[Rooms#Reading bonus|Reading bonus]]'''&lt;br /&gt;
*** '''Custom Label: '''Reading bonus'''&lt;br /&gt;
| 4200&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;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Books&amp;diff=162023</id>
		<title>Books</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Books&amp;diff=162023"/>
		<updated>2025-05-10T15:32:11Z</updated>

		<summary type="html">&lt;p&gt;SCD: Added more information about tomes, and numbers for reading bonus; +0.8% per book, max of +20%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Books''' are a category of items with similar mechanics that provide recreation and additional bonuses. There are four types of book:&lt;br /&gt;
* {{Icon small|Novel}} [[Novel]]&lt;br /&gt;
* {{Icon small|Textbook}} [[Textbook]]&lt;br /&gt;
* {{Icon small|Schematic}} [[Schematic]]&lt;br /&gt;
* {{Icon small|Tome}} [[Tome]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Books come in three different basic forms: novels, textbooks, and schematics, plus a fourth, Tomes (see [[Books#Tomes|below]]), if the [[Anomaly_(DLC)|Anomaly DLC]] is installed. They can be read by colonists for [[Recreation]] purposes, as long as the colonist is not blind ([[sight]] capacity above 0%). Additionally, reading any book will train [[intellectual]] at a rate of 0.1 XP per {{Ticks|1}}, or 250 XP per in-game hour. Lastly, each different type of book has a different additional effect when read. &lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} will sometimes want to read books to fulfill their [[learning]] need.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Pawns with a passion for intellectual get a mood bonus from reading.{{Check Tag|Detail needed|Detail needed us Template:Thought}} +4 mood buff only active while reading confirmed for pawn with 1 flame passion for intellectual.&lt;br /&gt;
&lt;br /&gt;
Books can be placed in bookcases to provide a +0.8% [[reading bonus]] to a room each, up to +20%.&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
Colonists will only read books that are allowed by their reading policy. These policies can be configured and assigned via the [[assign]] tab.&lt;br /&gt;
&lt;br /&gt;
When choosing a book to read, colonists will consider the benefits of available books, and will try to avoid books that are not useful to them. This includes textbooks that teach [[skills]] the colonist is incapable of, and schematics for completed [[research]] projects.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists can read books to gain &amp;quot;Reading&amp;quot; [[recreation]]. All books have an inherent [[recreation power]] of 1, placing them on par with the [[chess table]] and [[horseshoes pin]], but behind more advanced diversions such as the [[billiards table]], [[poker table]], or any form of [[television]].&lt;br /&gt;
&lt;br /&gt;
Unlike most forms of recreation, the recreational effectiveness of books can be affected by external factors, as the rate at which recreation is gained is multiplied by the room's [[reading bonus]]. Additionally, [[novel]]s gain a large multiplier on recreation based on their [[quality]].&lt;br /&gt;
&lt;br /&gt;
=== Assignment ===&lt;br /&gt;
[[File:Interface_assign_reading_policy.png|thumb|left|100px]]&lt;br /&gt;
You can choose which types of books colonists read by configuring their reading policy in the [[assignment]] tab. Policies can control what types of books colonists are allowed to read, the minimum and maximum [[quality]] of the books allowed, and which [[skills]] colonists should prioritize when selecting textbooks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Novels ==&lt;br /&gt;
Novels have a recreation gain multiplier. They will fulfill the pawn's need for recreation faster.&lt;br /&gt;
&lt;br /&gt;
* Awful: recreation gain multiplier x120%&lt;br /&gt;
* Poor: recreation gain multiplier x140%&lt;br /&gt;
* Normal: recreation gain multiplier x160%&lt;br /&gt;
* Good: recreation gain multiplier x180%&lt;br /&gt;
* Excellent: recreation gain multiplier x200%&lt;br /&gt;
* Masterwork: recreation gain multiplier x225%&lt;br /&gt;
* Legendary: recreation gain multiplier x250%&lt;br /&gt;
&lt;br /&gt;
== Textbooks ==&lt;br /&gt;
Pawns can read textbooks in order to increase their skills. The quality of the book determines their XP gain per hour. This is modified depending on whether the book teaches one or two skills (when teaching two skills the number seems to be divided by 1.6). &lt;br /&gt;
&lt;br /&gt;
* Awful: 125 XP / hour (max level 2)&lt;br /&gt;
* Poor: 188 XP / hour (max level 5)&lt;br /&gt;
* Normal: 250 XP / hour (max level 8)&lt;br /&gt;
* Good: 312 XP / hour (max level 10)&lt;br /&gt;
* Excellent: 375 XP / hour (max level 12)&lt;br /&gt;
* Masterwork: 438 XP / hour (max level 14)&lt;br /&gt;
* Legendary: 500 XP / hour (max level 16)&lt;br /&gt;
&lt;br /&gt;
== Schematics == &lt;br /&gt;
Schematics increase research points in a certain [[research]]. Schematics can be found for research projects that have not been completed, unless all projects are completed. When two topics are touched the points gained per topic is lowered. {{Check Tag|how much?|this isn't 50/50, books with 2 topics provide more total points per hour than single topics. Same for tomes}}&lt;br /&gt;
&lt;br /&gt;
* Awful: 20 / hour&lt;br /&gt;
* Poor: 30 / hour&lt;br /&gt;
* Normal: 40 / hour&lt;br /&gt;
* Good: 50 / hour &lt;br /&gt;
* Excellent: 60 / hour&lt;br /&gt;
* Masterwork: 70 / hour&lt;br /&gt;
* Legendary: 80 / hour&lt;br /&gt;
&lt;br /&gt;
== Tomes ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Tomes function similarly to schematics, except that they progress [[Anomaly]] research and have a chance to cause [[mental break]]s while being read. They are generally harder to obtain than other varieties of book.&lt;br /&gt;
&lt;br /&gt;
* Awful: 0.07 / hour&lt;br /&gt;
* Poor: 0.15 / hour&lt;br /&gt;
* Normal: 0.23 / hour&lt;br /&gt;
* Good: 0.30 / hour&lt;br /&gt;
* Excellent: 0.38 / hour&lt;br /&gt;
* Masterwork: 0.45 / hour&lt;br /&gt;
* Legendary: 0.52 / hour&lt;br /&gt;
&lt;br /&gt;
All tomes have [[mental break]] chance in range 1% - 5%, no matter quality. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Books and reading system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|joy|wide}}&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=160764</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=160764"/>
		<updated>2025-04-01T20:04:23Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Frail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailmetns}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Psychic rituals#Chronophagy|Chronophagy]]: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery 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;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[Creepjoiner#Unnatural_healing|unnatural healing]] ability {{AnonalyIcon}}, implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 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;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
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 [[Creepjoiner#Unnatural_healing|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;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&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;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
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 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}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]]{{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;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[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|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{: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. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. 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;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=160509</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=160509"/>
		<updated>2025-03-20T11:43:10Z</updated>

		<summary type="html">&lt;p&gt;SCD: As it comes out, capacity gets reseted, if gene is replanted/removed.&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, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).&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|Hearing Loss]], [[Blindness]], and [[Organ decay]]{{AnomalyIcon}}) every 15-30 days, akin to (and alongside) [[luciferium]] including scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
| '''0'''1&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]]{{AnomalyIcon}}. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{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;
&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. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{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.&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;
&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;
| -&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}}&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;
&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}}&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 or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{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;
| {{+|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 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;
| {{+|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}}&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 chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{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;
| -&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}}&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;
| {{--|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;
|}&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}}&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;
| -&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}}&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;
| -&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]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
&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]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
&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]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
&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;
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&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;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void&amp;diff=160429</id>
		<title>Void</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void&amp;diff=160429"/>
		<updated>2025-03-16T20:27:10Z</updated>

		<summary type="html">&lt;p&gt;SCD: Metal hell is also often called just Void&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Metal hell]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Malnutrition&amp;diff=160320</id>
		<title>Malnutrition</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Malnutrition&amp;diff=160320"/>
		<updated>2025-03-12T07:48:08Z</updated>

		<summary type="html">&lt;p&gt;SCD: -5 and 10 looks weird, and &amp;quot;dropping negative number&amp;quot; could suggest that it gets higher, not lower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Move|destination=Ailments|reason=Standardisation. Alternatively should all ailments have a summary on [[Ailments]] and a page of details? Discussion needed}}&lt;br /&gt;
'''Malnutrition''', referred to as ''starvation'' in the moodlets, is a health condition that occurs once any pawn's [[saturation]] reaches 0%. After this point, malnutrition increases by 2% per hour, with initial symptoms including a faster hunger rate, slight loss of consciousness, and an increased chance of social fighting. Advanced symptoms include loss of consciousness, and eventually, death. Malnutrition will begin decrease by 2% per hour after the pawn is fed, during which time they continue to suffer from the different stages of the condition.&lt;br /&gt;
&lt;br /&gt;
Unless forbidden to do so, a malnourished pawn will eat literally whatever they can get their hands on (whether it be a [[lavish meal]], some raw [[food]], or even a human corpse) in order to prevent themselves from further starving to [[Death|death]].  Once the pawn has eaten something, the malnutrition will gradually decrease, and until it is gone the pawn will have increased [[Saturation|hunger]].&lt;br /&gt;
&lt;br /&gt;
A pawn suffering from malnutrition will not have their wounds heal.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Hunger Rate Factor]]&lt;br /&gt;
! [[Social fight]] chance&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
|-&lt;br /&gt;
! Trivial  &lt;br /&gt;
| {{0|0.}}0 - 0.19&lt;br /&gt;
| {{0}}{{--|5%}}&lt;br /&gt;
| {{++|50%}}&lt;br /&gt;
| {{Bad|x1.5}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! Minor    &lt;br /&gt;
| 0.2 - 0.39&lt;br /&gt;
| {{--|10%}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{++|60%}}&lt;br /&gt;
| {{Bad|x2}}{{0|.0}}&lt;br /&gt;
| {{--|26}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Moderate &lt;br /&gt;
| 0.4 - 0.59&lt;br /&gt;
| {{--|20%}}&lt;br /&gt;
| {{Bad|x2.5}}&lt;br /&gt;
| {{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! Severe   &lt;br /&gt;
| 0.6 - 0.79&lt;br /&gt;
| {{--|30%}}&lt;br /&gt;
| {{Bad|x3}}{{0|.0}}&lt;br /&gt;
| {{--|38}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme  &lt;br /&gt;
| 0.8 - 0.99&lt;br /&gt;
| {{Bad|max. 10%}}&lt;br /&gt;
| –&lt;br /&gt;
| {{--|44}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme  &lt;br /&gt;
| 1&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''[[Death]]'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Because malnutrition decreases Consciousness, it can be very dangerous to wounded prisoners, recent surgery patients, or others who may already have a Consciousness at 10% or lower and are unable to feed themselves. Dropping 5 or 10% more can kill just that quick.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
Malnutrition will affect [[Consciousness]] which affects most actions a pawn can take, including [[trade]], [[movement speed]], and [[shooting accuracy]]. Thus prevention is important.&lt;br /&gt;
&lt;br /&gt;
Straightforward: Make sure there's a decent surplus of food in your freezer. Don't take on more colonists, guests, prisoners, and slaves than your food supplies can handle. Remember that intensive [[Animals#Taming|taming]] will demand a lot of food. Ensure that meals are easily accessible - raw food is significantly less efficient in terms of nutrition than even [[simple meal]]s. &lt;br /&gt;
&lt;br /&gt;
Don't be afraid to resort to using a [[nutrient paste dispenser]] in certain circumstances (e.g. [[toxic fallout]], wildfire that wipes out a significant chunk of wildlife, migration); [[nutrient paste meal]]s are the most efficient way to get nutrition from food out of any meal, yielding 0.9 [[nutrition]], the same as a simple or fine meal, from only 6 of any ingredient and you can't get [[food poisoning]] from it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Alpha 16 - Malnutrition also increases the hunger rate and likelihood that affected pawns will start a social fight if slighted or insulted.&lt;br /&gt;
[[Category:Health]]&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation alone (below 25% severity) no longer always causes miscarriages, but still can, if combined with other factors&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centurion&amp;diff=159764</id>
		<title>Centurion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centurion&amp;diff=159764"/>
		<updated>2025-02-22T14:21:57Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Filling up some info about centaurion's shield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{See also|Legionary}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Centurion&lt;br /&gt;
| image = Centurion east.png&lt;br /&gt;
| description = An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.&lt;br /&gt;
| combatPower = 250&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Demolish&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack5chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 200&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Powerfocus chip&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
| resource 5 = High subcore&lt;br /&gt;
| resource 5 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''centurion''' is a [[mechanoid]] added by the [[Biotech DLC]] that projects a shield around itself and nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason = General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.}}&lt;br /&gt;
&lt;br /&gt;
Centurions may spawn as part of mech raids or mech clusters if there are sufficent raid points for them.&lt;br /&gt;
Additionally, they will spawned on the 6th and 8th time you summon Diabolus, on the 6th and 8th time you summon the War queen, and on the 5th and 8th time you summon the Apocriton.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead centurions may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the centurion.&lt;br /&gt;
&lt;br /&gt;
Centurions are nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}&lt;br /&gt;
The centurion projects a shield that is 6 tiles in radius while drafted. {{Check Tag|Enemy mechs?|When is the shield up for enemy centurions?}} The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the centurion's [[faction]], including turrets, {{Check Tag|Allies?|Does this exception apply to other factions that are allied to the centurion's?}} be it [[mechanoid hive]] or the players. It does not prevent pawns of any faction that are inside from firing out.  Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives not fired will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.&lt;br /&gt;
&lt;br /&gt;
The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}} the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself&lt;br /&gt;
&lt;br /&gt;
If the [[EMP]] damage is dealt to the centurion itself, the shield is similarly disabled{{Check Tag|What time?|Is it down for as long as the mech is EMP'd or is it down for 1500 ticks like if the shield was hit}} but will continue to regenerate as if it was not.&lt;br /&gt;
&lt;br /&gt;
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking.&lt;br /&gt;
&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Centurions are armed with a [[charge blaster turret]] that they can fire while moving, as well as both the melee attack added by the turret and a natural melee attack.&lt;br /&gt;
&lt;br /&gt;
The centurion's head attack deals [[Damage types#Demolish|Demolish damage]] which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as [[wall]]s. Thus, the head attack deals the following:&lt;br /&gt;
* Passable buildings: {{#expr: {{P|Attack 1 Damage}}*10}} damage&lt;br /&gt;
* Impassable buildings: {{#expr: {{P|Attack 1 Damage}}*7.5}} damage&lt;br /&gt;
* All other targets: {{#expr: {{P|Attack 1 Damage}}}} damage&lt;br /&gt;
&lt;br /&gt;
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,&amp;lt;!---Tested on breach axes as of 1.3.3159--&amp;gt;other attacks, such as those added by the [[charge blaster turret]], without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=Needs analysis. Cost effectiveness, strategies for player use or as enemies, weakenesses etc}}&lt;br /&gt;
The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Centurion}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Centurion east.png| Age 0-99 Centurion facing east&lt;br /&gt;
Centurion north.png| Age 0-99 Centurion facing north&lt;br /&gt;
Centurion south.png| Age 0-99 Centurion facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
CenturionAncient east.png| Age 100+ Centurion facing east&lt;br /&gt;
CenturionAncient north.png| Age 100+ Centurion facing north&lt;br /&gt;
CenturionAncient south.png| Age 100+ Centurion facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=159729</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=159729"/>
		<updated>2025-02-22T20:21:45Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Yup, arresting the creppyjoiner after he tryes to leave with make him not want to leave ever again*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
{{Stub|reason=Missing a ton of detail on the various effects. Also i don't think the term is used in game - might be an idea to explain that similar to [[Pawn]]}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. They are pawns who will randomly arrive at your colony offering to join, often providing great benefits however potentially bringing a hidden downside. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random [[human]] pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for if taken prisoner, as can some of their side effects such as [[entities]]. Creepjoiners are studied for Advanced Anomaly Research and give 2 Advanced Research with a cooldown of 2 days. The Creep joiner must be walking to be possible to be studied.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer — Usually missing both eyes, which can be replaced with surgery&lt;br /&gt;
* Timeless one — Usually a very young adult&lt;br /&gt;
* Cult escapee - Usually has many surgical scars and/or removed body parts&lt;br /&gt;
* Lone genius - Always has the [[Too smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[perfect memory]] and [[industrious]] trait and 14 to 18 in all skills. The perfect memory trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create friendly [[shambler]]s through a release [[Research#Deadlife_dust|deadlife dust]] cloud power.&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 20 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]]; or a [[stuff]]able item or building made from steel into [[plasteel]], [[uranium]], [[gold]], or [[bioferrite]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive {{good|+3}} '''joyous presence''' mood buff to all pawns in your colony anywhere within the same map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill pawns, turning them into twisted flesh.&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
* At time of writing, this ability stuns its target for 4.5 seconds while being applied, the stun lasts for the full duration even when the ability is cancelled. This allow the user to stun an unlimited number of pawns indefinitely by repeatedly applying and cancelling the ability&lt;br /&gt;
| Single non-[[mechanoid]] pawn. &amp;lt;br/&amp;gt;Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
* Generates [[Twisted meat]] where target once stood.&lt;br /&gt;
| Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can have one downside applied to them upon spawning as well, which occurs after a 3-30 day delay while living with your colony, These downsides include:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart. {{Check Tag|Enslaved?|Do enslaved creepjoiners retain this drawback?}}&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. '' &lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]] (requires level 2 Monolith).&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that renders them incapable of most tasks within a few days. The crumbling can be healed with a [[healer mech serum]] or by having another joiner use Unnatural Healing.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection.&lt;br /&gt;
* [[Void fascination]] — The colonist will have a [[Mental break#Entity liberator|Entity Liberator]] mental break regularly and attempt to free all of your contained [[entities]]. this is immediately apparent due to being a trait. {{Check Tag|No entities?|what happens if there are no entities to free? is this replaced by another action or does the mental break still occur and just end up being treated like a daze?}}&lt;br /&gt;
* Psychic agony — The colonist emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|Agony pulse]], on average once every 30 days, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
** If a surgical inspection is made on a Human who does this, this will be the results: &amp;quot;''(human) detected a faint but painful psychic presence emanating from (human) but failed to understand what was causing it''&amp;quot;&lt;br /&gt;
** This Event is very rare, and seems to only trigger when humans are grouped up, though it could be random.{{Check Tag|Detail needed|What triggers it an when}} When it happens, all nearby{{Check Tag|Radius?}} humans will gain 100% pain for a few seconds,{{Check Tag|Exact duration?}} reduced to 25% soon after, which last between 2-5 days. This can be sufficient to kill pawns.&lt;br /&gt;
* [[Organ decay]] — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and/or [[lung]]s.&lt;br /&gt;
* [[Disturbing]] — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.  this is immediately apparent due to being a trait.&lt;br /&gt;
&lt;br /&gt;
Separate from the downsides listed above, Creep joiners will become hostile if they receive friendly fire damage. This aggressive state on friendly fire damage can only occur once. If a Creep Joiner receives friendly fire, becomes captured, and then joins the colony, they will not respond to friendly fire with aggression.  When recruiting creep joiners, it's recommended to sedate them, punch them once to trigger their initial friendly fire hostility, and proceed to capture and recruit them like any other hostile pawn.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s {{Check Tag|Blind healer?|Is the probability of this drawback higher with a Blind healer? I've just had a blind healer with this one}}:&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... '' &lt;br /&gt;
&lt;br /&gt;
Also they are not able to romance ordinary pawns, but they can romance another creepjoiner, or form relationships to pawns with the [[Psychic bonding]] gene,{{BiotechIcon}} such as [[Highmates]].{{BiotechIcon}} {{Check Tag|verify|Confirmed for leathery man. Is this relevant for other types of creepjoiners? Can be overridden with psychic bond}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Marriage_Creepjoiners.png|'''Marriage ceremony between two creepjoiners. Other pawns from the colony are participating.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creepjoiners initially start as Unwaveringly Loyal. If they are allowed to join your colony, the Unwaveringly Loyal aspect is removed permanently. They have 0 resistance and roughly around 80 will when imprisoned this is reset by their friendly fire hostility which can even occur during prison breaks.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
&amp;lt;!-- Combining the pawn kind label and image columns was accidental, but honestly it doesn't look bad, and uses some empty space --&amp;gt;&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them. Some creepjoiners such as the perfect human can be incredible and frankly game-changing if acquired, however one must decide whether the potential risks they may bring are worth it. Additionally, you may also want to consider the potential downsides of not recruiting the creepjoiner (such as a potential aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[Doctoring#Surgical_inspection|Surgical inspection]] operation right after recruiting a creepjoiner can sometimes reveal their downside early (for example, Organ decay, Psychic agony, Crumbling mind, Metalhorror). However, not all downsides can be revealed with a surgical inspection (for example, Desertion), so even if a medical inspection has no results then it is still necessary to stay vigilant.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with Crumbling mind or Organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]]. You will want to be prepared to potentially lose the creepjoiner for a very long time however (especially if they suffer from crumbling mind, which may require something as rare as a healer mech serum to cure), so be prepared if they carry out essential jobs such as cooking or farming.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them isolated from other colonists (such as utilising areas to restrict their movement or using a schedule that isolates them) until the downside either is discovered or reveals itself. This can be beneficial if the downside turns out to be one that can potentially affect other colonists, such as a Metalhorror.&lt;br /&gt;
&lt;br /&gt;
Due to the risk of a recruited creepjoiner suddenly deserting the colony after a few days, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch up to them and you will consequently lose the equipment. To catch the deserter creepjoiner, it is advised to attack it to slow it down and then capture it. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again. &amp;lt;!--Downsides are either pernamet or one time; after bad thing happend, it happend and creep is clear--&amp;gt;&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=159669</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=159669"/>
		<updated>2025-02-19T09:05:47Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Updating list to show what study what entity unlocks  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Needs categories non-DLC and non-maintenance category}}&lt;br /&gt;
&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
For more information while this page is under construction, see [[Anomaly]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Basic_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns. &amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
! [[Fleshbeast]]&lt;br /&gt;
| Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|&lt;br /&gt;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
|&lt;br /&gt;
| Proximity detector&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
|&lt;br /&gt;
| Draw shamblers&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
|&lt;br /&gt;
| Ghoul infusion&amp;lt;br&amp;gt;Ghoul enhancements&amp;lt;br&amp;gt;Ghoul resurrection&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
|A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
|&lt;br /&gt;
| Bliss lobotomy&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&lt;br /&gt;
| A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
| N/A&lt;br /&gt;
| Deadlife dust&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
!Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
!Containment strength requirement&lt;br /&gt;
!Bioferrite/Day&lt;br /&gt;
!Power Output (W)&lt;br /&gt;
!Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
! [[Pit gate]]&lt;br /&gt;
| A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
! [[Dreadmeld]]&lt;br /&gt;
| A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
| N/A&lt;br /&gt;
| Provoke pit gate&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
|&lt;br /&gt;
| Mutation weaponry&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;/br&amp;gt;&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;
|&lt;br /&gt;
| Juggernaut serum&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 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;
| &lt;br /&gt;
| &lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|&lt;br /&gt;
| Brainwipe&amp;lt;br&amp;gt;Revenant invisibility&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|&lt;br /&gt;
| Metalblood serum&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
|&lt;br /&gt;
| Insanity weaponry&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Blood rain&amp;lt;br&amp;gt;Neurosis pulse&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
|&lt;br /&gt;
| Pleasure pulse&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
|&lt;br /&gt;
| Death refusal&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
There are two ways to secure an Entity for study once it has been downed, with a '''Holding Spot''' or with a '''Holding Platform'''. Both structures are 3x3.The Holding Spot builds instantly and costs nothing, but is less effective at restraining an Entity than a Holding Platform, at 70% efficiency. Each Entity has a Min. Containment Strength which, if not exceeded by the Containment Strength of the Holding Spot/Platform, will allow the entity to quickly break free and either attack or escape. If the Containment Strength exceeds the Min. Containment Strength of the Entity (which can be found on the Stats page of a given Entity under &amp;quot;Containment&amp;quot;) the duration between break outs significantly increases. Generally, the stronger the entity the higher the Min Containment Strength of that entity.&lt;br /&gt;
&lt;br /&gt;
The Holding Spot and Holding Platform do not appear to intrinsically provide any bonus to containment, but instead derive their strength from other factors. These include:&lt;br /&gt;
- How brightly illuminated the room is&lt;br /&gt;
- The average HP of the walls&lt;br /&gt;
- The average HP of the door &lt;br /&gt;
- If the floor is covered with Biorferrite Plate&lt;br /&gt;
- If any special facilities are present, such as the Shard Inhibitor or Bioferrite Harvestor&lt;br /&gt;
- The temperature of the room&lt;br /&gt;
- If other Entities are also restrained in the room&lt;br /&gt;
&lt;br /&gt;
Thus a Containment Cell (the room type of a room with a Holding Spots or Holding Platform in it) with only one occupant, restrained in a Holding Platform, in a brightly lit room, made with uranium doors and walls, will be much more secure than a Containment Cell with multiple occupants, restrained in Holding Spots, in an unlit room, made with wooden doors and walls. Also a badly injured entity will unable to breakout similar to prisoners or slaves.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[Skills#Intellectual|intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner|Creepjoiners]] count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=159652</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=159652"/>
		<updated>2025-02-18T13:21:12Z</updated>

		<summary type="html">&lt;p&gt;SCD: /* Cube obsession */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on effects, compilation of disposal methods, information on anomaly study, etc.}}&lt;br /&gt;
{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention by the delightful way light plays across its welcoming surface.&amp;lt;br /&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| market value = 1200&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GoldenCube&lt;br /&gt;
| label = golden cube&lt;br /&gt;
| category = Item&lt;br /&gt;
}}&lt;br /&gt;
The '''golden cube''' is an inanimate [[entity]] item added in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are two ways to acquire the golden cube:&lt;br /&gt;
* The [[Mysterious cargo]] quest involves either a neutral/allied planetary [[faction]] or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the randomly selected options for the cargo is the golden cube. For further information about the quest, see that page. The golden cube appears with a blue &amp;quot;Mysterious Cargo&amp;quot; letter when it lands on your map. &lt;br /&gt;
* Performing the [[Void provocation]] ritual can result in the appearance of a golden cube on your map. The monolith must be at least at Level 2 for the Golden Cube to appear after a Void Provocation. The golden cube appears with an orange &amp;quot;Golden Cube&amp;quot; letter when it appears on your map via Void Provocation.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At first glance, the golden cube is a harmless - if useless - item, which can be [[haul]]ed, [[stockpile]]d, carried, and [[caravan]]ed with no apparent effect. However, its presence on the map will gradually produce a powerful, deleterious influence on your colonists. This influence will only stop once the cube has been [[#Deactivation|deactivated]], though not without further consequences. The cube cannot be destroyed until it has been deactivated, and despite its significant market value, it cannot be sold under any circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Unlike most anomalous [[entities]], the cube does not need to be contained or suppressed. It can simply be kept in storage until pawns move to study or play with it. Each study session produces a total of 2 advanced knowledge, and it can be studied every 2 days. You can, however, prevent pawns from interacting with it by forbidding it. This prevents obsession from worsening, but will not stop the cube from choosing new victims.&lt;br /&gt;
&lt;br /&gt;
=== Cube interest ===&lt;br /&gt;
{{Quote| &amp;quot;This person is drawn to the golden cube. If separated from the cube for too long, they'll start to experience negative effects.&amp;quot;}}&lt;br /&gt;
When the cube spawns on the map, one [[colonist]] will immediately gain the cube interest health effect. Over time, other colonists will become afflicted as well. On average, another colonist becomes cube intrested every 12 days. Once a pawn becomes intrested, however, they will experience a series of buffs and debuffs that get more severe as the affliction progresses, and severe negative [[thought]]s if they don't interact with the cube regularly. &lt;br /&gt;
&lt;br /&gt;
Initially, the effects are fairly benign; a cube-curious pawn will begin at 10% obsession, and will stop work to play with the cube roughly once a day. This takes one in-game hour and cannot be interrupted once it begins except by drafting them. Additionally, all social interactions they engage in will now involve talking about the cube and &amp;quot;Wandering&amp;quot; activity wil now be called &amp;quot;Wandering and thinking about the cube.&amp;quot; but both are purely cosmetical effect. In exchange, the pawn experiences the {{Thought|label= Cube Joy|desc= My wonderful cube. My precious cube. I love it. It's so beautiful.|value=+15|stack=1|duration=1}}. Each interaction with the cube increases a pawn's intrest level by around 6 to 9 percent, progressing the pawn to more disruptive behaviors. You will receive a notification each time a pawn's obsession worsens.&lt;br /&gt;
&lt;br /&gt;
At any obsession level over 10%, your affected pawns will occasionally stop work to build [[cube sculpture]]s, curious artistic objects that provide a small amount of beauty but require no resources. Although the sculptures are marginally useful, these mental breaks can occur at any time, including in the middle of combat. Frequency of these events is tied to the obsession level, occurring rarely at first but multiple times a day as a pawn's obsession reaches its later stages. Also, be aware that destruction of these sculptures can result in severe mood penalties and berserker mental breaks.&lt;br /&gt;
&lt;br /&gt;
Obsession over 33% is considered &amp;quot;Fascinated.&amp;quot; Along with the previous effects, these pawns now have a small chance{{Check Tag|Frequency?}} of suffering random mental breaks during which they wander in a daze, thinking about the cube. They are also distracted from their tasks the rest of the time, working at only 90% normal speed. This is balanced out slightly by the fact that their Sleep level falls at 80% its normal rate.&lt;br /&gt;
&lt;br /&gt;
The final stage - &amp;quot;Obsessed&amp;quot; - sets in once obsession level reaches 66%. At this stage, the sculpture and daze events occur more frequently,{{Check Tag|Frequency?}} and the modifiers your pawns experience are doubled: 60% Sleep fall rate and 80% work speed. On top of that, your pawns suffer a +4% penalty to their mental break threshold. Given how much time your pawns spend doing cube-related activities - none of which have any impact on Recreation - your pawns will soon find themselves either miserable and Recreation-deprived or unable to find time to do actual work.&lt;br /&gt;
&lt;br /&gt;
The alternative to allowing your pawns to progress their obsession is to forbid the cube. So long as the item is forbidden, your pawns will be unable to worsen their obsession, instead going into cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Sleep|Sleep Fall Rate]]&lt;br /&gt;
! [[Work|Global Work Speed]]&lt;br /&gt;
! Other effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious (Initial)&lt;br /&gt;
| 0-10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Occasionally play with cube or suffer withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious &lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Same as above, plus chance of cube sculpture mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fascinated&lt;br /&gt;
| &amp;gt;33%&lt;br /&gt;
| {{Good|x80%}}&lt;br /&gt;
| {{Bad|x90%}}&lt;br /&gt;
| Same as above, plus chance of cube daze mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Obsessed&lt;br /&gt;
| &amp;gt;66%&lt;br /&gt;
| {{Good|x60%}}&lt;br /&gt;
| {{Bad|x80%}}&lt;br /&gt;
| Same as above with greater frequency,  plus {{Bad|+4% Mental Break Threshold}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cube sculptures ====&lt;br /&gt;
{{Split|section=1|destination=Cube sculpture|reason=Would be easier to do stats atc. - leave brief summary here, with link to that page }}&lt;br /&gt;
{{Main|Cube sculpture}}&lt;br /&gt;
Cube-Fascinated colonists will go on periodic mental breaks {{Check Tag|MTB?|How often?}} during which they will build a [[sculpture]] related to the cube. The building speed and quality of the sculpture is affected by construction skill. The quality can be of any value, starting at awful for a 0 beauty score. 2 for poor, 4 for normal, 8 for good, 12 for excellent, and 20 for masterwork.  Be aware that this sculpture will use up a [[Inspired creativity]] inspiration, if the colonist has one. &lt;br /&gt;
&lt;br /&gt;
The type of sculpture generated depends on the [[terrain]] or [[floor]]ing the colonist is standing on or by - no material is actually consumed to create the sculptures. The sculpture types and the related terrains are listed in the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Sculpture type !! Terrains&lt;br /&gt;
|-&lt;br /&gt;
| Dirt cube sculpture ||&lt;br /&gt;
* Marshy soil&lt;br /&gt;
* Mud&lt;br /&gt;
* Packed dirt&lt;br /&gt;
* Rich soil&lt;br /&gt;
* Lichen-covered soil&lt;br /&gt;
* Soil&lt;br /&gt;
|-&lt;br /&gt;
| Sand cube sculpture || &lt;br /&gt;
* Sand&lt;br /&gt;
* Soft sand&lt;br /&gt;
|-&lt;br /&gt;
|| Stone cube sculpture ||&lt;br /&gt;
* Rough stone&lt;br /&gt;
* Rough-hewn stone&lt;br /&gt;
* Smooth stone&lt;br /&gt;
|-&lt;br /&gt;
| Scrap cube sculpture || ''All other terrains and floors''&lt;br /&gt;
|}&lt;br /&gt;
The different types of cube sculpture vary in name and texture but are otherwise statistically identical. The sole exception to this is that scrap cube sculptures have 40% flammability while all other have 0%.&lt;br /&gt;
&lt;br /&gt;
The sculpture, once complete, can be freely minified and moved, but it cannot be deconstructed. It must be destroyed with attacks.&lt;br /&gt;
&lt;br /&gt;
While the cube statue is placed {{Check Tag|Minified?| does it count while minified?}} its sculptor gets {{Thought|label=Cube Sculpture|desc= My sculpture... My beautiful Sculpture!|value= +1}}. This stacks with each cube sculpture they've created, without an apparent limit. If the sculpture is destroyed, the sculptor will get {{Thought|label= My Cube Sculpture Destroyed|desc=My sculpture... My beautiful sculpture...  |value= -5| stack=10 | multi= 0.75|duration=5}} and an increase in severity to a hidden &amp;quot;Cube anger&amp;quot; hediff. Each destroyed sculpture yields an increase in Cube Anger severity that scales with the current cube interest of the pawn. This hediff is hidden, and so its progress cannot be normally tracked.&lt;br /&gt;
&lt;br /&gt;
The increase in severity is controlled by the following relationship:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=area&lt;br /&gt;
|xAxisTitle=Cube interest (%)&lt;br /&gt;
|yAxisTitle=Cube anger per sculpture destroyed (%)&lt;br /&gt;
|xAxisMin=0&lt;br /&gt;
|yAxisMax=100&lt;br /&gt;
|x= 10, 50, 100&lt;br /&gt;
|y= 10, 20, 40&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the Cube Anger hediff reaches 100% severity, the pawn will go into a [[Berserk]] mental state with an {{MTB}} of {{Ticks|60000*0.04}} along with a custom [[letter]] detailing the cause. Once the pawn has gone into the rage, the Cube Anger hediff is reduced to 0% and removed. The only other way to remove the accrued Cube Anger besides an eventual berserk state, is for the affected pawn to die. The hediff will no longer be present upon resurrection.&lt;br /&gt;
&lt;br /&gt;
==== Cube withdrawal and coma ====&lt;br /&gt;
{{Quote| &amp;quot;This person obsessively wants to find their golden cube. Their skin itches and their mind races, thinking of ways to get closer to the cube. Their symptoms will get worse until they play with the cube.&amp;quot;}}&lt;br /&gt;
{{Quote| &amp;quot;This person was connected to a golden cube and then separated from it. Severing the link this way has put them in a coma.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If an obsessed colonist is prevented from playing with the cube for an extended period of time, they start going through withdrawal. When they do, they get the &amp;quot;Cube Withdrawal&amp;quot; health condition. Cube withdrawal worsens more quickly for colonists with advanced cube obsession{{Check Tag|Detail needed| How much per day by obsession level?}}. Cube withdrawal inflicts a gradually increasing penalty to consciousness, accompanied by a potent {{Thought| label= Cube Withdrawal | desc= Where is my cube? Where is it? | value=-15 | value2=-20| value3=-30| stack = 1}} debuff. If cube withdrawal is allowed to progress to 100%, the colonist will fall into a cube coma, multiplying their consciousness level by 10%. The coma can last anywhere from 3 to 24 days, depending on the colonist's obsession level. Upon waking up from the coma, the colonist will no longer be obsessed with the cube. However, nothing prevents the recently woken colonist from becoming obsessed with the cube again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
! Notification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Initial&lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| {{Bad|-10%}}&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| [Name] is experiencing cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| &amp;gt;35%&lt;br /&gt;
| {{Bad|-15%}}&lt;br /&gt;
| {{Bad|-20}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| &amp;gt;65%&lt;br /&gt;
| {{Bad|-20%}}&lt;br /&gt;
| {{Bad|-30}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deactivation and destruction === &lt;br /&gt;
Once at least 4 research has been gained from the cube, you will receive a letter hinting at the cube's addictive impact on your pawns. It further states that the cube can be destroyed, but more research is needed to determine how. Although the letter says that the pawn studying it needs to study it to learn more, any pawn may perform research to further the investigation. Studying the cube has no risk of addiction. &lt;br /&gt;
&lt;br /&gt;
{{Quote| &amp;quot;{PAWN_nameDef}'s investigation of the golden cube has revealed more. It is able to psychically influence anyone who interacts with it. Those under the cube's influence will experience extreme withdrawal if they're separated from it.\n\n{PAWN_nameDef} thinks that there may be a way to deactivate the cube, but {PAWN_pronoun} will need to study it further.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Once a total of 24-40 research has been gained from the cube, an option to permanently deactivate it becomes available. Doing so requires 1 [[Archotech]] [[Shard]] and can only be done by a pawn not currently suffering from cube obsession, destroying the cube and breaking its hold over your colony. However, this event will send any colonists under the cube's influence who are not already in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Pawns in [[caravan]]s at the time of this deactivation instead leave your colony permanently, so be sure to avoid deactivation while addicts are travelling. If you intend to destroy the cube with conscious addicts present, expect to lose pawns and keep your doctors safe so they can treat the injured.&lt;br /&gt;
&lt;br /&gt;
There are simple measures you can take to avoid these violent mental breaks. Colonists already in a cube coma will simply wake up, cured of their addiction. Any obsessed colonist that is anesthetized when deactivation occurs will ignore the event and be free of cubic influence when the anesthesia wears off. It is not yet confirmed if [[mind-numb serum]] can prevent these mental breaks{{Check Tag|Mindnumb?|Mindnumb serums appeared to mostly work, but one of my 9 obsessed colonists, who had been mindnumbed, still berserked. It could be that only currently awake pawns can berserk? Seems to be tied to onlyTargetControlledPawns, from my rudimentary examination of the defs}}.&lt;br /&gt;
&lt;br /&gt;
Be aware that colonists in [[cryptosleep casket]]s are ''not'' protected. They will immediately wake up, escape, and begin rampaging. One unorthodox but cheap and effective method to keep your colony safe from cube berserkers is to draft the afflicted pawns and trap them in isolated 3x3 wall prisons. When they go berserk, they will be unable to inflict any damage before the state wears off. Afterwards, simply deconstruct the walls to release them. Although time-consuming to set up, this approach only costs a small amount of wood.&lt;br /&gt;
&lt;br /&gt;
If your entire colony is afflicted, deactivation of the cube is still possible with the help of temporary pawns from quests. Note that there is a small, but not insignificant, chance that new temporary pawns may become obsessed with time. Therefore, if you are relying on a newly joined pawn to deactivate the cube it should be done as soon as possible.{{Check Tag|Detail needed|Confirmed for desperate refugees and pawns accepted for hospitality, can other temporary pawns become obsessed?}}. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can dispose of the cube via caravan dumping or [[transport pod]], but doing so does not remove your colonists' obsession. Unless the cube is deactivated and destroyed, your colonists will have to go through withdrawal, coma, and recovery.&lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 127-174 Gold{{Check Tag|How is it determined?|Conflicting reports - is this amount based on variables such as construction or int skill? Is there an RNG element? (127 Gold was acquired at construction level 0, with 87% Manipulation stat) Appears to have some randomness - avg of 168 gold over 5 cubes but with a high of 174 all with the same pawn}}.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] and [[Ailments#Anesthetic|Anesthesize]] prevents a pawn to becoming berserk when the cube is deactivated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken when a cube arrives. It is one of the safest advanced entities you can encounter, but can still prove frustrating as it drops productivity to a crawl. This is especially true for colonies with low populations: the loss of two or three pawns to low productivity is much easier to bear when you have others to handle their burden. So long as you have your researchers aggressively studying the cube every two days, you should be able to deactivate it before it influences many of your colonists. Dosing your best researcher with [[voidsight serum]] or making use of an [[Occultist]] pawn can speed up research dramatically. Once you unlock the option to destroy the cube, simply anesthetize the cube's victims before deactivation and the threat will be safely dealt with.&lt;br /&gt;
&lt;br /&gt;
However, if you decide you wish to roleplay as a cube cult and keep it around, this is not entirely impossible. The introduction of the cube will gradually cut into your overall productivity, but will also grant a substantial mood bonus to any colonist allowed to consistently interact with it. Colonies with many pawns who are constantly in danger of mental breaking may find this useful, as the sizable mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpting can prove troublesome as it not only wastes a pawn's time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult, though, as your pawns will attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [[Stockpile zone]] for the cube can ensure that it always returns to a specific viewing point. Using a [[shelf]] instead will negate its beauty entirely.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties and even a coma due to undergoing cube withdrawal{{Check Tag|Verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
It is desirable for pawns with [[tortured artist]] trait to be obsessed with the cube, as the frequent but harmless mental break will still give them creativity inspiration. If you suspect the mysterious cargo is the cube, you can give a pawn interest by knocking out everyone else or moving them off the map with a caravan before accepting it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>SCD</name></author>
	</entry>
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