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		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=74583</id>
		<title>Skills</title>
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		<updated>2020-09-03T06:21:01Z</updated>

		<summary type="html">&lt;p&gt;Stoz: /* Crafting */ Stone cutting is not impacted by crafting level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show &amp;quot; - &amp;quot; under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[neurotrainer]].&lt;br /&gt;
&lt;br /&gt;
= Learning skills =&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
&lt;br /&gt;
All skills are acquired and improved by performing their associated work types or tasks.  Doing so will earn the character ''experience points'' per skill, which in turn will ''level up'' the skills.  The resulting ''skill level'' then improves the performance in all associated tasks and types of work.  Skills are levelled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special tactics can be employed to more effectively steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article]] on skill training for more information.&lt;br /&gt;
&lt;br /&gt;
== Skills vs work types ==&lt;br /&gt;
&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill).&lt;br /&gt;
&lt;br /&gt;
== Game mechanics related to skills and levels ==&lt;br /&gt;
&lt;br /&gt;
Skill levelling in ''Rimworld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached.&lt;br /&gt;
&lt;br /&gt;
Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
As an example, consider the influence of ''mining skill'' on ''mining speed'':  12% additional mining speed is granted (additively, and relative to a &amp;quot;base speed&amp;quot;) by each skill level.  However, each additional 12% costs more and more XP, which translates into more and more time spent mining.  The same principle applies to many other skills, such as researching and the ''intellectual'' skill.&lt;br /&gt;
&lt;br /&gt;
An exception can be made for the '''artisan''' skills: ''crafting'' (ie. smithing and tailoring), ''artistic'' and ''construction''.  A high level in these skills allows creating items of exceptional quality (''excellent'' or better), and gives a good chance to create a ''legendary'' item when the pawn is ''inspired''.  Items get disproportionately more valuable at high quality levels.  This may compensate for the lost efficiency when training a master in a skill.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert.&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
&lt;br /&gt;
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away, at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear.  It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.&lt;br /&gt;
&lt;br /&gt;
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20.  This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20.  In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed!  Working faster does not make it easier or faster to gain XP, or compensate the decay loss.&lt;br /&gt;
&lt;br /&gt;
So the higher you go, the harder it becomes to even maintain the current skill level.  This is why actual &amp;quot;legendary masters&amp;quot; are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).&lt;br /&gt;
&lt;br /&gt;
= List of skills =&lt;br /&gt;
&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[Skills#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
&lt;br /&gt;
: ''For a list of skills that animals can learn, see the [[list of animal skills]].''&lt;br /&gt;
&lt;br /&gt;
== Artistic ==&lt;br /&gt;
&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill makes the artist work faster, and increases the chance for a higher quality, in this case more beautiful, sculpture.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
== Cooking ==&lt;br /&gt;
The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.&lt;br /&gt;
&lt;br /&gt;
A cooking skill of at least 6 is required to make a [[fine meal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
A cooking skill of at least 10 is required to make a [[lavish meal]].&lt;br /&gt;
&lt;br /&gt;
* ''Each skill level increases cooking speed by 11% (additively).''&lt;br /&gt;
* ''Each skill level increases butchering speed by 10% (additively).''&lt;br /&gt;
* ''Each skill level increases meat and leather amount by 2.5% (additively), up to a maximum of 100%.''&lt;br /&gt;
&lt;br /&gt;
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.&lt;br /&gt;
&lt;br /&gt;
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]].&lt;br /&gt;
&lt;br /&gt;
The crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s. It also determines the amount of resources produced.&lt;br /&gt;
&lt;br /&gt;
''Each point decreases crafting time by 10%''&lt;br /&gt;
&lt;br /&gt;
''Each point increases the resource yield by 2.5%''&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{{Main Article|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
The melee skill determines a characters' chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
''Each point increases speed by 15%.''&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Mining Yield&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|70%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|80%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|92%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!8 - 20&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intellectual ==&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
''Each point increases speed by 15%''&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. See [[Plant Work Speed]]&lt;br /&gt;
Each point increases speed by 11.5%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Harvesting&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some plants require a minimum plants skill in order to plant them:&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill = Required skill |+align=center&lt;br /&gt;
| sort=Minimum Required Growing Skill&lt;br /&gt;
| order=asc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shooting ==&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
''Each point increases social interaction impact by 10%''&lt;br /&gt;
&lt;br /&gt;
''Each point increases gift impact by 5%''&lt;br /&gt;
&lt;br /&gt;
''Each point increases diplomatic power by 5%''&lt;br /&gt;
&lt;br /&gt;
''Each point makes trade prices 1.5% better''&lt;br /&gt;
&lt;br /&gt;
= Passion =&lt;br /&gt;
&lt;br /&gt;
[[File:Skill acquirement.png|525px|thumb|right|This character is currently learning &amp;quot;construction&amp;quot;.  The &amp;quot;soft&amp;quot; XP cap of 4000 per day has been reached.  This character's skill gains are further modified by the &amp;quot;Fast Learner&amp;quot; trait, and effectively also by the &amp;quot;Neurotic&amp;quot; trait that increases work speed.  (The green arrow on the &amp;quot;construction&amp;quot; skill bar is added by the popular &amp;quot;TD Enhancement Pack', and not visible in the unmodified game.)]]&lt;br /&gt;
&lt;br /&gt;
The learning speed in a skill depends on the ''passion'' for the skill.  Passions are indicated by a flame icon next to the skill experience bar on the character's ''Bio'' tab.&lt;br /&gt;
&lt;br /&gt;
Most commonly there is no ''passion'' for a skill, and the character learns this skill at 35% of the base rate.&lt;br /&gt;
&lt;br /&gt;
There is absolutely no way to change a character's skill passions in the unmodified game.&lt;br /&gt;
&lt;br /&gt;
There are colonist [[trait]]s that give global bonuses to skill learning: &amp;quot;Too smart&amp;quot; and &amp;quot;Fast Learner&amp;quot; both increase all skill acquirement by 75%.  This is independent of the passions for the individual skills.  Effects from these traits are not correctly explained in a skill's tooltip information.&lt;br /&gt;
&lt;br /&gt;
''Once colonists have acquired 4000 XP in a skill, per day, further learning of this skill is sharply reduced to 20% of the usual rate.''  This is indicated when mousing over a skill bar in the ''Bio'' tab.&lt;br /&gt;
&lt;br /&gt;
Skill gains from using a [[neurotrainer mech serum]] are influenced by ''passion''.  This makes the item a lot more valuable when used by characters with a passion for the associated skill.&lt;br /&gt;
&lt;br /&gt;
== Effect on [[mood]] ==&lt;br /&gt;
&lt;br /&gt;
''Passion'' influences a character's [[mood]].  If the pawn is &amp;quot;interested in&amp;quot; or &amp;quot;burning for&amp;quot; learning a skill, this gives them a substantial mood boost for the duration of the activity.&lt;br /&gt;
* ''Interested'' gives +8 mood (&amp;quot;Minor passion for my work&amp;quot;).&lt;br /&gt;
* ''Burning'' gives +14 mood (&amp;quot;Burning passion for my work&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In some cases this effect is not visible, if the activity is intermittent (such as hunting animals).&lt;br /&gt;
&lt;br /&gt;
The significant mood boosts can be used to keep a pawn from heaving a ''mental break'' by putting them on a task they are passionate for.&lt;br /&gt;
&lt;br /&gt;
== Degrees of ''passion'' ==&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
&lt;br /&gt;
=== None ===&lt;br /&gt;
Skills with no flames; can be considered the default passion for a skill, and is the most common. Characters with no passion for a skill only gain experience at 35% of the standard rate.&lt;br /&gt;
&lt;br /&gt;
=== Interested ===&lt;br /&gt;
[[File:PassionMinor.png|24px|left]] Skills with one flame. Characters that are ''interested'' in a skill will gain experience at the standard rate of 100%.{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Burning ===&lt;br /&gt;
[[File:PassionMajor.png|24px|left]] Skills with two flames. Characters with a ''burning'' passion for a skill will gain experience at 150% of the standard rate.{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Experience Table =&lt;br /&gt;
&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experience decay ==&lt;br /&gt;
&lt;br /&gt;
Starting at skill level 10, the experience for a skill will decay automatically until dropping back to level 9.  The rate of decay depends on the skill level and increases with level.&lt;br /&gt;
&lt;br /&gt;
Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level.&lt;br /&gt;
&lt;br /&gt;
The [[Traits|Great Memory]] trait halves the decay rate for a pawn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=74000</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=74000"/>
		<updated>2020-08-23T23:48:04Z</updated>

		<summary type="html">&lt;p&gt;Stoz: /* Inspired taming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Beta 18, colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time. Unlike mental breaks, you retain full control of the mentally inspired colonist. Like them, however, incapacitation will end the inspiration.&lt;br /&gt;
&lt;br /&gt;
At 100 mood, colonists have an inspiration on average once every 10 days. This can be a huge bonus to a colony, so if you find your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists' great mood lifts them up and makes them walk 1.4x as fast, as long as he feels inspired.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists insight on how to make a quality item, and after it is completed that item will be 2 levels higher than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for 1 object.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Artistic 3 / Crafting 3 / Construction 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
&lt;br /&gt;
Colonists gain insight on how to recruit prisoners into the colony. They will successfully recruit the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Social 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
&lt;br /&gt;
Colonists become more concentrated in surgeries after being inspired, and as a result the success change for the next surgery will be doubled. This will have little effect if your surgeon's base surgery success chance is already very high, and none if somehow it is above 100%, but can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[Ailments#carcinoma|carcinoma]] removal that have a lower chance of success.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Medicine 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired taming ===&lt;br /&gt;
&lt;br /&gt;
Colonists are inspired about taming animals. They will successfully tame the next animal regardless of difficulty.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends when an animal is tamed.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Unknown&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
&lt;br /&gt;
Colonists are inspired about how to obtain great deals. They will get a great 18% boost in trade prices, essentially meaning 12 more levels of Social.&lt;br /&gt;
&lt;br /&gt;
After a successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Social 3&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists are somehow inspired to shoot more accurately, and will shoot as if they have 8 more shooting levels than they do.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists suddenly becomes significantly more productive, and will work 1.8x as fast for the duration of the inspiration.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art.&lt;br /&gt;
&lt;br /&gt;
Exclusive to Beta 18.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=73999</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=73999"/>
		<updated>2020-08-23T23:47:06Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Added inspired taming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Beta 18, colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time. Unlike mental breaks, you retain full control of the mentally inspired colonist. Like them, however, incapacitation will end the inspiration.&lt;br /&gt;
&lt;br /&gt;
At 100 mood, colonists have an inspiration on average once every 10 days. This can be a huge bonus to a colony, so if you find your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists' great mood lifts them up and makes them walk 1.4x as fast, as long as he feels inspired.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists insight on how to make a quality item, and after it is completed that item will be 2 levels higher than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for 1 object.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Artistic 3 / Crafting 3 / Construction 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
&lt;br /&gt;
Colonists gain insight on how to recruit prisoners into the colony. They will successfully recruit the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Social 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
&lt;br /&gt;
Colonists become more concentrated in surgeries after being inspired, and as a result the success change for the next surgery will be doubled. This will have little effect if your surgeon's base surgery success chance is already very high, and none if somehow it is above 100%, but can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[Ailments#carcinoma|carcinoma]] removal that have a lower chance of success.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Medicine 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired taming ===&lt;br /&gt;
&lt;br /&gt;
Colonists are inspired about taming animals. They will successfully tame the next animal regardless of difficulty.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Unknown&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
&lt;br /&gt;
Colonists are inspired about how to obtain great deals. They will get a great 18% boost in trade prices, essentially meaning 12 more levels of Social.&lt;br /&gt;
&lt;br /&gt;
After a successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Social 3&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists are somehow inspired to shoot more accurately, and will shoot as if they have 8 more shooting levels than they do.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists suddenly becomes significantly more productive, and will work 1.8x as fast for the duration of the inspiration.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art.&lt;br /&gt;
&lt;br /&gt;
Exclusive to Beta 18.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=73998</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=73998"/>
		<updated>2020-08-23T23:44:35Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Alphabetise list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Beta 18, colonists with a high mood can randomly have mental inspirations, giving a stat boost for some time. Unlike mental breaks, you retain full control of the mentally inspired colonist. Like them, however, incapacitation will end the inspiration.&lt;br /&gt;
&lt;br /&gt;
At 100 mood, colonists have an inspiration on average once every 10 days. This can be a huge bonus to a colony, so if you find your colonists' moods are running pretty high, that might be a good time to rigorously enforce MORE recreation, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists' great mood lifts them up and makes them walk 1.4x as fast, as long as he feels inspired.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists insight on how to make a quality item, and after it is completed that item will be 2 levels higher than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for 1 object.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Artistic 3 / Crafting 3 / Construction 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
&lt;br /&gt;
Colonists gain insight on how to recruit prisoners into the colony. They will successfully recruit the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Social 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
&lt;br /&gt;
Colonists become more concentrated in surgeries after being inspired, and as a result the success change for the next surgery will be doubled. This will have little effect if your surgeon's base surgery success chance is already very high, and none if somehow it is above 100%, but can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[Ailments#carcinoma|carcinoma]] removal that have a lower chance of success.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Medicine 3&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
&lt;br /&gt;
Colonists are inspired about how to obtain great deals. They will get a great 18% boost in trade prices, essentially meaning 12 more levels of Social.&lt;br /&gt;
&lt;br /&gt;
After a successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Social 3&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists are somehow inspired to shoot more accurately, and will shoot as if they have 8 more shooting levels than they do.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
&lt;br /&gt;
Colonists suddenly becomes significantly more productive, and will work 1.8x as fast for the duration of the inspiration.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 day &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art.&lt;br /&gt;
&lt;br /&gt;
Exclusive to Beta 18.&lt;br /&gt;
&lt;br /&gt;
'''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wolfskin&amp;diff=67298</id>
		<title>Wolfskin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wolfskin&amp;diff=67298"/>
		<updated>2019-11-05T12:40:32Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed flammability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| image = Wolfskin&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (115,110,100)&lt;br /&gt;
| commonality = 0.075&lt;br /&gt;
| default color = (115,110,100)&lt;br /&gt;
| default color two = (115,110,100)&lt;br /&gt;
| description = A soft furry pelt harvested from a wolf-like creature. It is difficult to pierce and insulates well against cold.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 100&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = wolfskin&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 1.02&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 24&lt;br /&gt;
| insulation - heat factor = 16&lt;br /&gt;
| market value base = 3.0&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Wolfskin''' is produced when a [[Overview#cook|cook]] butchers a [[timber wolf]], [[arctic wolf]], or [[warg]] at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
Wolfskin is a new leather type added in 0.19/1.0. It merges the different fur types from wolves, namely the [[timber wolfskin]] and [[arctic wolfskin]] from earlier versions. Because of their similarities to wolves, wargs also drop wolfskin now instead of [[warg fur]].&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rhinoceros_leather&amp;diff=67297</id>
		<title>Rhinoceros leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rhinoceros_leather&amp;diff=67297"/>
		<updated>2019-11-05T12:36:09Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| label = rhinoceros leather&lt;br /&gt;
| image = Rhinocerosleather&lt;br /&gt;
| color = (150,150,150)&lt;br /&gt;
| commonality = 0.25&lt;br /&gt;
| default color = (150,150,150)&lt;br /&gt;
| description = Tanned, dried, scraped rhinocerous skin. It is exceptionally durable in combat, but provides little protection from weather.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| armor - sharp factor = 1.29&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 14&lt;br /&gt;
| insulation - heat factor = 14&lt;br /&gt;
| market value base = 4.2&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Rhinoceros leather''' is produced when a [[Overview#cook|cook]] butchers a [[rhinoceros]] at a [[butcher table]].}}&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plainleather&amp;diff=67296</id>
		<title>Plainleather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plainleather&amp;diff=67296"/>
		<updated>2019-11-05T12:34:50Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| image = Missing leather &amp;lt;!--placeholder image--&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (162,106,57)&lt;br /&gt;
| commonality = 0.2&lt;br /&gt;
| default color = (162,106,57)&lt;br /&gt;
| default color two = (162,106,57)&lt;br /&gt;
| description = Tanned, dried, scraped skin. A good traditional material for making clothes and bags.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 100&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = Plainleather&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 16&lt;br /&gt;
| insulation - heat factor = 16&lt;br /&gt;
| market value base = 2.1&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Plainleather''' is a type of leather produced when a [[Overview#cook|cook]] butchers one of a variety of medium-sized animals at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
Plainleather is a new leather type added in 0.19/1.0. It merges the different leather types of medium-sized animals from earlier versions.&lt;br /&gt;
&lt;br /&gt;
== Sources==&lt;br /&gt;
The following animals drop plainleather when butchered:&lt;br /&gt;
* [[Boomalope]]s&lt;br /&gt;
* [[Caribou]]&lt;br /&gt;
* [[Cow]]s&lt;br /&gt;
* [[Deer]]&lt;br /&gt;
* [[Elk]]&lt;br /&gt;
* [[Gazelle]]s&lt;br /&gt;
* [[Ibex]]&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pigskin&amp;diff=67295</id>
		<title>Pigskin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pigskin&amp;diff=67295"/>
		<updated>2019-11-05T12:34:00Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed market value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| label = pig skin&lt;br /&gt;
| image = Pigskin&lt;br /&gt;
| color = (178,148,119)&lt;br /&gt;
| default color = (178,148,119)&lt;br /&gt;
| description = Tanned, dried, scraped pig skin. While a decent leather, it neither protects nor insulates particularly well.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| commonality = 0.05&lt;br /&gt;
| armor - sharp factor = 0.64&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 12&lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
| market value base = 1.9&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Pigskin''' is produced when a [[Overview#cook|cook]] butchers a [[pig]] or a [[wild boar]] at a [[butcher table]].}}&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Panthera_fur&amp;diff=67294</id>
		<title>Panthera fur</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Panthera_fur&amp;diff=67294"/>
		<updated>2019-11-05T12:32:00Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| image = Pantherafur&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (60,60,60)&lt;br /&gt;
| commonality = 0.075&lt;br /&gt;
| default color = (60,60,60)&lt;br /&gt;
| default color two = (60,60,60)&lt;br /&gt;
| description = A soft furry pelt harvested from a big cat. It is difficult to pierce and insulates well against heat.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = panthera fur&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 0.93&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 16&lt;br /&gt;
| insulation - heat factor = 24&lt;br /&gt;
| insulation - cold offset = 16&lt;br /&gt;
| insulation - heat offset = 24&lt;br /&gt;
| market value base = 3.0&lt;br /&gt;
| market value factor = 1&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Panthera fur''' is produced when a [[Overview#cook|cook]] butchers a big cat ([[cougar]], [[lynx]], or [[panther]]) at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
Panthera fur is a new leather type added in 0.19/1.0. It merges the different fur types from big cats ([[cougarskin]], [[lynxskin]], [[pantherskin]]) from earlier versions.&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lizardskin&amp;diff=67293</id>
		<title>Lizardskin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lizardskin&amp;diff=67293"/>
		<updated>2019-11-05T12:30:13Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed market value and blunt factor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| label = lizard skin&lt;br /&gt;
| image = Lizardskin&lt;br /&gt;
| color = (101,116,58)&lt;br /&gt;
| commonality = 0.075&lt;br /&gt;
| default color = (101,116,58)&lt;br /&gt;
| description = The tanned skin of a cold-blooded reptile. Lizardskin is reasonably tough, but does not insulate well at all.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.27&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 12&lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
| market value base = 2.1&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Lizardskin''' is produced when a [[Overview#cook|cook]] butchers a reptile ([[cobra]], [[tortoise]], or [[iguana]]) at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
Lizardskin is a new leather type added in 0.19/1.0 that merged the [[cobraskin]], [[tortoise leather]] and [[iguana skin]] types from earlier versions.&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lightleather&amp;diff=67292</id>
		<title>Lightleather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lightleather&amp;diff=67292"/>
		<updated>2019-11-05T12:27:35Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| label = lightleather&lt;br /&gt;
| image = Lightleather&lt;br /&gt;
| color = (140,85,36)&lt;br /&gt;
| commonality = 0.25&lt;br /&gt;
| default color = (140,85,36)&lt;br /&gt;
| description = Lightweight, thin leather. Probably harvested from a small animal. Not as protective as thicker leathers.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| armor - sharp factor = 0.54&lt;br /&gt;
| armor - blunt factor = 0.14&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 12&lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
| market value base = 1.9&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Lightleather''' is a type of leather produced when a [[Overview#cook|cook]] butchers one of a variety of small animals at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
Lightleather is a new leather type added in 0.19/1.0. It merges the different leather types of small animals from earlier versions.&lt;br /&gt;
&lt;br /&gt;
== Sources==&lt;br /&gt;
The following animals drop lightleather when butchered:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sources !! Amount &lt;br /&gt;
|-&lt;br /&gt;
|  [[Alphabeaver]]s || 14 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Boomrat]]s || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]]s || 15 &lt;br /&gt;
|-&lt;br /&gt;
|[[Cat]]s|| 8 &lt;br /&gt;
|-&lt;br /&gt;
|[[Hare]]s and [[snowhare]]s|| 6 &lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]]s || 11 &lt;br /&gt;
|-&lt;br /&gt;
| [[Raccoon]]s || 9 &lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]]s || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Squirrel]]s || 5&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_leather&amp;diff=67291</id>
		<title>Human leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_leather&amp;diff=67291"/>
		<updated>2019-11-05T12:25:17Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Leather&lt;br /&gt;
| image = Humanleather&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (211,194,143)&lt;br /&gt;
| commonality = 0.0025&lt;br /&gt;
| default color = (211,194,143)&lt;br /&gt;
| default color two = (200,200,200)&lt;br /&gt;
| description = Tanned, dried, scraped human skin. Most people find this material horrifying. Some find it fascinating. While a decent leather, it neither protects nor insulates particularly well.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = humanleather&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 0.64&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 12&lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
| market value base = 4.2&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Human leather''' is obtained when a [[Overview#cook|cook]] butchers a [[human]] corpse at a [[butcher table]];  it may be used as a crafting ingredient like any other leather. However, because of its horrifying origins, colonists without the ''Psychopath'', ''Cannibal'', or ''Bloodlust'' trait will get a mood debuff for each such piece of clothing worn.&lt;br /&gt;
&lt;br /&gt;
Human leather is an abundant resource and conveniently comes with a good supply of meat. The value of human harvest makes it attractive to increase colony wealth, if one can deal with the mood penalties incured from harvesting humans.  Colonists with certain [[Traits|traits]] gain no stress from hauling and butchering human corpses (see [[Human Resources]]).&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Heavy_fur&amp;diff=67290</id>
		<title>Heavy fur</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Heavy_fur&amp;diff=67290"/>
		<updated>2019-11-05T12:24:25Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| label = heavy fur&lt;br /&gt;
| image = Heavyfur&lt;br /&gt;
| color = (189,161,116)&lt;br /&gt;
| commonality = 0.025&lt;br /&gt;
| default color = (189,161,116)&lt;br /&gt;
| description = Thick leather covered in a long, rugged mat of fur. Harvested from a large, hardy animal. This thick skin insulates and protects very well.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| armor - sharp factor = 1.24&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 30&lt;br /&gt;
| insulation - heat factor = 14&lt;br /&gt;
| market value base = 3.3&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Heavy fur''' is produced when a [[Overview#cook|cook]] butchers a [[megasloth]] at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
Heavy fur is a new leather type added in 0.19/1.0. It merges the different fur types from large animals from earlier versions.&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Elephant_leather&amp;diff=67289</id>
		<title>Elephant leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Elephant_leather&amp;diff=67289"/>
		<updated>2019-11-05T12:16:49Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed market value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| label = elephantleather&lt;br /&gt;
| image = Elephantleather&lt;br /&gt;
| color = (130,126,119)&lt;br /&gt;
| commonality = 0.025&lt;br /&gt;
| default color = (130,126,119)&lt;br /&gt;
| description = Tanned, dried, scraped elephant skin. While quite tough, it is a poor insulator.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| armor - sharp factor = 1.12&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 14&lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
| market value base = 2.42&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Elephant leather''' is produced when a [[Overview#cook|cook]] butchers an [[elephant]] at a [[butcher table]].}}&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dog_leather&amp;diff=67288</id>
		<title>Dog leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dog_leather&amp;diff=67288"/>
		<updated>2019-11-05T12:05:16Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| image = Dogleather&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (209,168,39)&lt;br /&gt;
| commonality = 0.075&lt;br /&gt;
| default color = (209,168,39)&lt;br /&gt;
| default color two = (200,200,200)&lt;br /&gt;
| description = Tanned, dried, scraped skin. A good traditional material for making clothes and bags.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = dogleather&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 14&lt;br /&gt;
| insulation - heat factor = 16&lt;br /&gt;
| market value base = 2.0&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dog leather''' is leather obtained by butchering dogs, including [[husky|huskies]], [[labrador retriever|labs]], and [[yorkshire terrier|yorkies]].&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand&amp;diff=67287</id>
		<title>Devilstrand</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand&amp;diff=67287"/>
		<updated>2019-11-05T12:04:08Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Fabric&lt;br /&gt;
| category = Fabric&lt;br /&gt;
| description = Fabric spun from microfibers extracted from Devilstrand mushrooms. It is very tough, good at insulating, and protects exceptionally well against flame.&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (180,60,60)&lt;br /&gt;
| def name = DevilstrandCloth&lt;br /&gt;
| default color = (180,60,60)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = devilstrand&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| armor - blunt factor = 0.36&lt;br /&gt;
| armor - heat factor = 3&lt;br /&gt;
| armor - sharp factor = 1.4&lt;br /&gt;
| insulation - cold factor = 20&lt;br /&gt;
| insulation - heat factor = 24&lt;br /&gt;
| deterioration rate base = 3.0&lt;br /&gt;
| flammability base = 0.4&lt;br /&gt;
| market value base = 5.5&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| work to make factor = 1.3&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Devilstrand''' is a valuable fabric obtained by planting [[devilstrand mushroom]]s in a [[growing zone]], trading, or through random drops. The devilstrand mushroom was genetically engineered to produce a high quality silk net. Its name comes from the greed it inspires in people. It is an extremely strong fabric, generally better and more valuable overall than [[cloth]] and [[leather]].}}&lt;br /&gt;
&lt;br /&gt;
Devilstrand makes a good mid-late game fabric, as it provides good protection and can be farmed, unlike [[synthread]] or [[hyperweave]]. It is less insulating than anything else but cloth. For insulation, it is recommended that you use [[wool]] instead.&lt;br /&gt;
&lt;br /&gt;
It is a mediocre cash crop. While netting large amounts of money with each harvest, it takes very long to grow, so it isn't really profitable versus faster growing crops. To add to its slow growth, only growers with a minimum skill of 10 may sow it. Devilstrand may also be crafted into apparel or [[Armchair|furniture]] then sold, though both require quality higher than Normal to be more profitable than just selling the fabric. Use your highest skilled craftsman or constructor in that field to maximize profits.&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Camelhide&amp;diff=67286</id>
		<title>Camelhide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Camelhide&amp;diff=67286"/>
		<updated>2019-11-05T12:00:47Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed heat factor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Leather&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (204,180,150)&lt;br /&gt;
| commonality = 0.05&lt;br /&gt;
| def name = Dromedary_Leather&lt;br /&gt;
| default color = (204,180,150)&lt;br /&gt;
| default color two = (204,180,150)&lt;br /&gt;
| description = Tanned, dried, scraped camel skin. Good at temperature regulation in hot climates.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = dromedary leather&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 16&lt;br /&gt;
| insulation - heat factor = 24&lt;br /&gt;
| market value base = 2.3&lt;br /&gt;
| market value factor = 1.3&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Camelhide''' is produced when a [[Overview#cook|cook]] butchers a [[dromedary]] or an [[alpaca]] at a [[butcher table]].}}&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bluefur&amp;diff=67285</id>
		<title>Bluefur</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bluefur&amp;diff=67285"/>
		<updated>2019-11-05T11:59:29Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| image = Bluefur&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (152,170,174)&lt;br /&gt;
| commonality = 0.025&lt;br /&gt;
| default color = (152,170,174)&lt;br /&gt;
| default color two = (152,170,174)&lt;br /&gt;
| description = The furry pelt of muffalo. Recognizable by its distinctive blue tint. Good at temperature regulation in cold climates.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = Bluefur&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 20&lt;br /&gt;
| insulation - heat factor = 16&lt;br /&gt;
| market value base = 2.3&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Bluefur''' is produced when a [[Overview#cook|cook]] butchers a [[muffalo]] at a [[butcher table]].}}&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Birdskin&amp;diff=67284</id>
		<title>Birdskin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Birdskin&amp;diff=67284"/>
		<updated>2019-11-05T11:57:56Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| label = birdskin&lt;br /&gt;
| image = Birdskin&lt;br /&gt;
| color = (76,83,99)&lt;br /&gt;
| commonality = 0.1&lt;br /&gt;
| default color = (76,83,99)&lt;br /&gt;
| description = Tanned, dried, scraped bird skin. It is quite delicate. Without its feathers, it provides little protection from heat or cold.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| armor - sharp factor = 0.67&lt;br /&gt;
| armor - blunt factor = 0.14&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 10&lt;br /&gt;
| insulation - heat factor = 10&lt;br /&gt;
| market value base = 1.8&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Birdskin''' is obtained by butchering birds such as [[Cassowary|cassowaries]], [[emu]]s, [[ostrich]]es, or [[turkey]]s. Although they are birds, [[chicken]]s do not yield any birdskin (nor any other kind of leather).&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bearskin&amp;diff=67283</id>
		<title>Bearskin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bearskin&amp;diff=67283"/>
		<updated>2019-11-05T11:56:59Z</updated>

		<summary type="html">&lt;p&gt;Stoz: Fixed beauty value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| image = Missing leather &amp;lt;!--placeholder image--&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (112,82,65)&lt;br /&gt;
| commonality = 0.025&lt;br /&gt;
| default color = (112,82,65)&lt;br /&gt;
| default color two = (112,82,65)&lt;br /&gt;
| description = The strong furry leather of a bear. Compared to most leather, it is quite a bit tougher and a bit better at all kinds of temperature regulation.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = plainleather&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 1.12&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 20&lt;br /&gt;
| insulation - heat factor = 20&lt;br /&gt;
| market value base = 3.4&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{info|&lt;br /&gt;
Bearskin is produced when a [[Menus#Cook|cook]] butchers a [[grizzly bear]] or [[polar bear]] at a [[butcher table]].&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stoz</name></author>
	</entry>
</feed>