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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ZeeHedgehog</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ZeeHedgehog"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/ZeeHedgehog"/>
	<updated>2026-04-05T23:13:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drug_lab&amp;diff=170718</id>
		<title>Drug lab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drug_lab&amp;diff=170718"/>
		<updated>2025-10-10T16:15:17Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|production&lt;br /&gt;
| name = Drug lab&lt;br /&gt;
| image = Drug lab.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A work bench equipped with containers, heaters, and measurement devices for producing various drugs.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 120&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Drug production&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 75&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
| work table not in room role factor = 0.8&lt;br /&gt;
}}&lt;br /&gt;
The '''drug lab''' is a [[production]] building that allows the crafting of [[medicine]] and a number of [[drugs]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Despite the [[intellectual]] skill being the primary factor in ''using'' a lab, the building of one does not rely on it.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[Colonist]]s that are [[incapable]] of intellectual work can't be assigned to tasks in a drug lab, even to make drugs that use the [[Drug Cooking Speed]] (i.e. Cooking skill) to manufacture, such as [[smokeleaf joint]]s. Colonists must also be assigned to the [[Work#Craft|Craft]] work type to use the lab.&lt;br /&gt;
&lt;br /&gt;
Drug Labs get a workspeed penalty when not in a laboratory room.&lt;br /&gt;
&lt;br /&gt;
The following items can be crafted at the drug lab:&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drug labs allow you to produce many substances, provided you have the research for them. [[Go-juice]] and [[wake-up]] are powerful emergency drugs. [[Flake]] can be a [[Drugs#Trade|strong source of income]]. The drug lab itself is quite affordable; the main cost is the research required for each drug.&lt;br /&gt;
&lt;br /&gt;
[[Smokeleaf joint]]s can be made at a [[crafting spot]] rather than a drug lab, though using a spot takes twice as long due to its workspeed penalty. Also, smokeleaf joints are the only product made from this bench that depends on the crafter's [[Drug Cooking Speed]] stat (i.e. their [[cooking]] skill) rather than their [[Drug Synthesis Speed]] stat (i.e. their [[intellectual]]).&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Drug Production]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drug_lab&amp;diff=170717</id>
		<title>Drug lab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drug_lab&amp;diff=170717"/>
		<updated>2025-10-10T16:14:55Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|production&lt;br /&gt;
| name = Drug lab&lt;br /&gt;
| image = Drug lab.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A work bench equipped with containers, heaters, and measurement devices for producing various drugs.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 120&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Drug production&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 75&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
| work table not in room role factor = 0.8&lt;br /&gt;
}}&lt;br /&gt;
The '''drug lab''' is a [[production]] building that allows the crafting of [[medicine]] and a number of [[drugs]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Despite the [[intellectual]] skill being the primary factor in ''using'' a lab, the building of one does not rely on it.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[Colonist]]s that are [[incapable]] of intellectual work can't be assigned to tasks in a drug lab, even to make drugs that use the [[Drug Cooking Speed]] (i.e. Cooking skill) to manufacture, such as [[smokeleaf joint]]s. Colonists must also be assigned to the [[Work#Craft|Craft]] work type to use the lab.&lt;br /&gt;
&lt;br /&gt;
Serum Labs get a workspeed penalty when not in a laboratory room.&lt;br /&gt;
&lt;br /&gt;
The following items can be crafted at the drug lab:&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Drug labs allow you to produce many substances, provided you have the research for them. [[Go-juice]] and [[wake-up]] are powerful emergency drugs. [[Flake]] can be a [[Drugs#Trade|strong source of income]]. The drug lab itself is quite affordable; the main cost is the research required for each drug.&lt;br /&gt;
&lt;br /&gt;
[[Smokeleaf joint]]s can be made at a [[crafting spot]] rather than a drug lab, though using a spot takes twice as long due to its workspeed penalty. Also, smokeleaf joints are the only product made from this bench that depends on the crafter's [[Drug Cooking Speed]] stat (i.e. their [[cooking]] skill) rather than their [[Drug Synthesis Speed]] stat (i.e. their [[intellectual]]).&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Drug Production]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=170716</id>
		<title>Serum lab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=170716"/>
		<updated>2025-10-10T16:14:22Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General - Summary inadequate and analysis lacks any actual analysis - e.g. value proposition, when to prioritize over other options etc. Also note electricity research disparity}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Serum lab &lt;br /&gt;
| image = SerumCentrifuge north.png&lt;br /&gt;
| description = A workbench that uses scavenged archotechnology to create single-use injectable serums. Serums produce diverse and exotic effects through the use of exotic archotech mechanites.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 725&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 5&lt;br /&gt;
| glowcolor = (73, 123, 138)&lt;br /&gt;
| cleanliness = -2&lt;br /&gt;
| power = -375&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Serum synthesis&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 80&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 100&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
| work table not in room role factor = 0.8&lt;br /&gt;
}}&lt;br /&gt;
The '''serum lab''' is a production building added by the [[Anomaly DLC]] that allows for the creation of [[serum]]s. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Upon researching the serum lab, you start with the [[Voidsight serum]] unlocked, but other serums require additional research.&lt;br /&gt;
&lt;br /&gt;
Serum Labs get a workspeed penalty when not in a laboratory room.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
=== Bills ===&lt;br /&gt;
The following items can be crafted at the serum lab.&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Build the serum lab when you need to craft any of its serum. [[Voidsight serum]] provides a boost for your dark researchers and psycasters. [[Mind-numb serum]] can save a colonist from mental breaks in critical situations. [[Metalblood serum|Metalblood]] and [[juggernaut serum|juggernaut]] serum provide powerful boosts for your pawns in combat&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=170715</id>
		<title>Serum lab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=170715"/>
		<updated>2025-10-10T16:13:22Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General - Summary inadequate and analysis lacks any actual analysis - e.g. value proposition, when to prioritize over other options etc. Also note electricity research disparity}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Serum lab &lt;br /&gt;
| image = SerumCentrifuge north.png&lt;br /&gt;
| description = A workbench that uses scavenged archotechnology to create single-use injectable serums. Serums produce diverse and exotic effects through the use of exotic archotech mechanites.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 725&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 5&lt;br /&gt;
| glowcolor = (73, 123, 138)&lt;br /&gt;
| cleanliness = -2&lt;br /&gt;
| power = -375&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Serum synthesis&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 80&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 100&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
| work table not in room role factor = 0.8&lt;br /&gt;
}}&lt;br /&gt;
The '''serum lab''' is a production building added by the [[Anomaly DLC]] that allows for the creation of [[serum]]s. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Upon researching the serum lab, you start with the [[Voidsight serum]] unlocked, but other serums require additional research.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
=== Bills ===&lt;br /&gt;
The following items can be crafted at the serum lab.&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Build the serum lab when you need to craft any of its serum. [[Voidsight serum]] provides a boost for your dark researchers and psycasters. [[Mind-numb serum]] can save a colonist from mental breaks in critical situations. [[Metalblood serum|Metalblood]] and [[juggernaut serum|juggernaut]] serum provide powerful boosts for your pawns in combat&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=170714</id>
		<title>Serum lab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=170714"/>
		<updated>2025-10-10T16:00:01Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General - Summary inadequate and analysis lacks any actual analysis - e.g. value proposition, when to prioritize over other options etc. Also note electricity research disparity}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Serum lab &lt;br /&gt;
| image = SerumCentrifuge north.png&lt;br /&gt;
| description = A workbench that uses scavenged archotechnology to create single-use injectable serums. Serums produce diverse and exotic effects through the use of exotic archotech mechanites.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 725&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 5&lt;br /&gt;
| glowcolor = (73, 123, 138)&lt;br /&gt;
| cleanliness = -2&lt;br /&gt;
| power = -375&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Serum synthesis&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 80&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 100&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
| work table not in room role factor = 0.8&lt;br /&gt;
}}&lt;br /&gt;
The '''serum lab''' is a production building added by the [[Anomaly DLC]] that allows for the creation of [[serum]]s. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Upon researching the serum lab, you start with the [[Voidsight serum]] unlocked, but other serums require additional research.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
=== Bills ===&lt;br /&gt;
The following items can be crafted at the serum lab.&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Build the serum lab when you need to craft any of its serum. [[Voidsight serum]] provides a boost for your dark researchers and psycasters. [[Mind-numb serum]] can save a colonist from mental breaks in critical situations. [[Metalblood serum|Metalblood]] and [[juggernaut serum|juggernaut]] serum provide powerful boosts for your pawns in combat&lt;br /&gt;
&lt;br /&gt;
Serum Labs get a workspeed penalty when not in a laboratory room.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=170444</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=170444"/>
		<updated>2025-09-26T03:19:18Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* List of rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts|other rituals such as those from the [[Ideology DLC]]|Rituals}} &lt;br /&gt;
&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology DLC]] but with the psychic side of [[Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[void sculpture]]s and [[shard beacon]]s and [[Apparel]] like [[ritual mask]]s and [[ceremonial hood]]s.{{Check Tag|Verify|What benefit from this apparel that isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
* The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
* The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
* The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
* The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
* Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Void provocation]]&amp;lt;br&amp;gt;{{Icon Small|Void provocation|64}}&lt;br /&gt;
| ''{{Q|Void provocation|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Triggers an entity related event to occur, outside of the normal storyteller timing, but with a quality dependent chance to render the invoker comatose.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Void provocation|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Void provocation|Ritual Cooldown}}}}&lt;br /&gt;
| ''None''&lt;br /&gt;
| [[Research#{{Q|Void provocation|Required Research}}|{{Q|Void provocation|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw animals]]&amp;lt;br&amp;gt;{{Icon Small|Draw animals|64}}&lt;br /&gt;
| ''{{Q|Draw animals|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a herd of [[animals]] to enter the map, but with a quality dependent chance for the herd to be [[manhunter]]s infected with [[scaria]].&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw animals|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw animals|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Draw animals}}&lt;br /&gt;
| [[Research#{{Q|Draw animals|Required Research}}|{{Q|Draw animals|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw shamblers]]&amp;lt;br&amp;gt;{{Icon Small|Draw shamblers|64}}&lt;br /&gt;
| ''{{Q|Draw shamblers|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a horde of [[shambler]]s to enter the map, with the [[combat power]] of the horde being quality dependent.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw shamblers|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw shamblers|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Draw shamblers}}&lt;br /&gt;
| [[Research#{{Q|Draw shamblers|Required Research}}|{{Q|Draw shamblers|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Chronophagy]]&amp;lt;br&amp;gt;{{Icon Small|Chronophagy|64}}&lt;br /&gt;
| ''{{Q|Chronophagy|Description}}''&lt;br /&gt;
----&lt;br /&gt;
De-ages, and removes some age related ailments from, the invoker while aging the target.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Chronophagy|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Chronophagy|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Chronophagy}}&lt;br /&gt;
| [[Research#{{Q|Chronophagy|Required Research}}|{{Q|Chronophagy|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Psychophagy]]&amp;lt;br&amp;gt;{{Icon Small|Psychophagy|64}}&lt;br /&gt;
| ''{{Q|Psychophagy|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Provides a buff to the invoker's [[psychic sensitivity]] with a quality dependent duration, at the cost of rendering the target permanently [[psychically dead]].&lt;br /&gt;
| {{Ticks/gametime|{{Q|Psychophagy|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Psychophagy|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Psychophagy}}&lt;br /&gt;
| [[Research#{{Q|Psychophagy|Required Research}}|{{Q|Psychophagy|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Skip abduction]]&amp;lt;br&amp;gt;{{Icon Small|Skip abduction|64}}&lt;br /&gt;
| ''{{Q|Skip abduction|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Skips a random, comatose hostile pawn to the [[psychic ritual spot]].&lt;br /&gt;
| {{Ticks/gametime|{{Q|Skip abduction|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Skip abduction|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Skip abduction}}&lt;br /&gt;
| [[Research#{{Q|Skip abduction|Required Research}}|{{Q|Skip abduction|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Draw fleshbeasts]]&amp;lt;br&amp;gt;{{Icon Small|Draw fleshbeasts|64}}&lt;br /&gt;
| ''{{Q|Draw fleshbeasts|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a horde of [[fleshbeasts]] to enter the map, with the [[combat power]] of the horde being quality dependent.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw fleshbeasts|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Draw fleshbeasts|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Draw fleshbeasts}}&lt;br /&gt;
| [[Research#{{Q|Draw fleshbeasts|Required Research}}|{{Q|Draw fleshbeasts|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Provoke pit gate]]&amp;lt;br&amp;gt;{{Icon Small|Provoke pit gate|64}}&lt;br /&gt;
| ''{{Q|Provoke pit gate|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes a pit gate to form on the map, with the [[combat power]] of the defending [[fleshbeasts]] being quality dependent.{{Check Tag|Verify|Verify quality effect - replicate on provoke pit gate page as well}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Provoke pit gate|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Provoke pit gate|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Provoke pit gate}}&lt;br /&gt;
| [[Research#{{Q|Provoke pit gate|Required Research}}|{{Q|Provoke pit gate|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Imbue death refusal]]&amp;lt;br&amp;gt;{{Icon Small|Imbue death refusal|64}}&lt;br /&gt;
| ''{{Q|Imbue death refusal|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Grants the target one charge of the [[death refusal]] ability per ritual with the maximum amount of stacked charges being two, allowing them to resurrect from [[death]], at the cost of reducing their [[skills]] by a quality dependent amount.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Imbue death refusal|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Imbue death refusal|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Imbue death refusal}}&lt;br /&gt;
| [[Research#{{Q|Imbue death refusal|Required Research}}|{{Q|Imbue death refusal|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Philophagy]]&amp;lt;br&amp;gt;{{Icon Small|Philophagy|64}}&lt;br /&gt;
| ''{{Q|Philophagy|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Transfers a quality dependent amount of [[skill]] experience from the target's highest skill to the invoker.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Philophagy|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Philophagy|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Philophagy}}&lt;br /&gt;
| [[Research#{{Q|Philophagy|Required Research}}|{{Q|Philophagy|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Pleasure pulse]]&amp;lt;br&amp;gt;{{Icon Small|Pleasure pulse|64}}&lt;br /&gt;
| ''{{Q|Pleasure pulse|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Improves the [[mood]] and libido of pawns on the map at the cost of slowing their [[global work speed]], with duration of the effect dependent on quality. Does not effect pawns with no psychic sensitivity. The intensity of the positive mood buff scales with psychic sensitivity, but the effect on global work speed or lovin' does not.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Pleasure pulse|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Pleasure pulse|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Pleasure pulse}}&lt;br /&gt;
| [[Research#{{Q|Pleasure pulse|Required Research}}|{{Q|Pleasure pulse|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Neurosis pulse]]&amp;lt;br&amp;gt;{{Icon Small|Neurosis pulse|64}}&lt;br /&gt;
| ''{{Q|Neurosis pulse|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Improves [[global work speed]] and reduces [[recreation]] loss of pawns on the map at the cost of their [[mood]] and [[mental break threshold]], with duration of the effect dependent on quality. Does not effect pawns with no psychic sensitivity. The intensity of the negative mood buff scales with psychic sensitivity, but the effect to global work speed does not.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Neurosis pulse|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Neurosis pulse|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Neurosis pulse}}&lt;br /&gt;
| [[Research#{{Q|Neurosis pulse|Required Research}}|{{Q|Neurosis pulse|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Blood rain (ritual)|Blood rain]]&amp;lt;br&amp;gt;{{Icon Small|Blood rain (ritual)|64}}&lt;br /&gt;
| ''{{Q|Blood rain (ritual)|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Causes the [[blood rain]] weather event, which inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it before finally driving them berserk, for a quality dependent amount of time.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Blood rain (ritual)|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Blood rain (ritual)|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Blood rain (ritual)}}&lt;br /&gt;
| [[Research#{{Q|Blood rain (ritual)|Required Research}}|{{Q|Blood rain (ritual)|Required Research}}]]&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | [[Brainwipe]]&amp;lt;br&amp;gt;{{Icon Small|Brainwipe|64}}&lt;br /&gt;
| ''{{Q|Brainwipe|Description}}''&lt;br /&gt;
----&lt;br /&gt;
Eliminates a variety of [[thought]]s, and [[opinion]]s, reduces [[Resistance]], [[Will]],{{IdeologyIcon}} and [[Certainty]]{{IdeologyIcon}} to 0, and removes [[unwaveringly loyal]] and [[inhumanized]] at the cost of rendering the target comatose for a quality dependent amount of time.&lt;br /&gt;
| {{Ticks/gametime|{{Q|Brainwipe|Ritual Duration}}}}&lt;br /&gt;
| {{Ticks/gametime|{{Q|Brainwipe|Ritual Cooldown}}}}&lt;br /&gt;
| {{Required Resources|Brainwipe}}&lt;br /&gt;
| [[Research#{{Q|Brainwipe|Required Research}}|{{Q|Brainwipe|Required Research}}]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon Small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, if the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Global_Work_Speed&amp;diff=170217</id>
		<title>Global Work Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Global_Work_Speed&amp;diff=170217"/>
		<updated>2025-09-22T02:40:47Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=low gravity adapted, Neurosis pulse}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0.3&lt;br /&gt;
| effective maximum = 6.21 &amp;lt;!-- (Base value(1) + Very neurotic(0.4) + Industrious(0.35) + Wake-up high(0.5) + Work drive(0.5) + Work focus(0.2) + Frenzy inducer(0.5)) * Work frenzy(1.8) --&amp;gt;&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A multiplier on someone's speed at doing any work.&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}} It is effectively limited to {{%|{{P|Effective Maximum}} }}.&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The default value is 100% which is first modified by the offsets and then by the factors.&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
** Neurotic&lt;br /&gt;
*** [[Very neurotic]]: {{+|40%}}&lt;br /&gt;
*** [[Neurotic]]: {{+|20%}}&lt;br /&gt;
** Industrious&lt;br /&gt;
*** [[Industrious]]: {{+|35%}}&lt;br /&gt;
*** [[Hard worker]]: {{+|20%}}&lt;br /&gt;
*** [[Lazy]]: {{--|20%}}&lt;br /&gt;
*** [[Slothful]]: {{--|35%}}&lt;br /&gt;
* [[Drugs]]&lt;br /&gt;
** [[Wake-up]] high: {{+|50%}}&lt;br /&gt;
* [[Precepts]]&lt;br /&gt;
** [[Ideoligion#Child labor|Child labor]]: encouraged {{IdeologyIcon}}{{BiotechIcon}}: {{+|20%}} ([[Children]] only)&lt;br /&gt;
** [[Ideoligion#Mechanoid labor|Mechanoid labor]]: enhanced {{IdeologyIcon}}{{BiotechIcon}}: {{--|8%}} and  {{+|20%}} ([[Mechanoid]] only)&lt;br /&gt;
** [[Ideoligion#Raiding|Raiding]]:&lt;br /&gt;
*** Respected {{IdeologyIcon}}: {{--|8%}}&lt;br /&gt;
*** Required {{IdeologyIcon}}: {{--|16%}}&lt;br /&gt;
* Abilities&lt;br /&gt;
** [[Ideoligion#Work drive ability|Work drive]] {{IdeologyIcon}}: {{+|50%}}&lt;br /&gt;
* [[Ideoligion#Rituals|Rituals]]&lt;br /&gt;
** Work focus from dance party or drum party {{IdeologyIcon}}: {{+|20%}}&lt;br /&gt;
* Buildings&lt;br /&gt;
** [[Frenzy inducer]] {{AnomalyIcon}}: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
* [[Mental inspiration#Work frenzy|Work frenzy]] inspiration: {{Good|×1.8}}&lt;br /&gt;
* [[Light]]:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Light !! Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0% || {{Bad|×0.3}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 200 | height = 200 | xAxisTitle = Light | yAxisTitle = Factor | type = line | x =0, 0.3, 1 | y1 = 0.8, 1, 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% to 30% || &amp;lt;pre&amp;gt;0.8 + Light × 2 / 3&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30% to 100% || '''×1'''&lt;br /&gt;
|}&lt;br /&gt;
:Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Slaves]] {{IdeologyIcon}}: {{Bad|×0.85}}&lt;br /&gt;
* [[Mechanoids]] {{BiotechIcon}}: {{Bad|×0.5}}&lt;br /&gt;
* [[Children]] {{BiotechIcon}}:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Age !! Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Bad|×0.2}}&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart| width = 200 | height = 200 | xAxisTitle = Age | yAxisTitle = Factor | type = line | x = 4, 12, 18 | y1 = 0.2, 0.8, 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 to 12 || &amp;lt;pre&amp;gt;0.2 + (Age - 4) × 0.3 / 4&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{Bad|×0.8}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 to 18 || &amp;lt;pre&amp;gt;0.8 + (Age - 12) × 0.2 / 6&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18 || '''×1'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The following stats are scaled directly by Global Work Speed&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Stat&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 18 - Bonus to Global Work Speed from high [[Mood]] removed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Global work speed not applying to pruning speed, hacking speed, medical tend speed and medical operation speed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
{{Verified|1.5.4104}}&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=167205</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=167205"/>
		<updated>2025-08-10T04:01:26Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}} &lt;br /&gt;
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Paramedic&lt;br /&gt;
| image = Paramedic east.png&lt;br /&gt;
| description = A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&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;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = High subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances.&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 light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= What can and can't they be ordered to do while drafted}}&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead paramedics may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the paramedic.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Paramedics can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As mechs can't be tended to and don't benefit from medicine, paramedics are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: paramedics use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Paramedics will do all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed bedridden colonists and prisoners.{{Check Tag|Firefighting?|Firefighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organised jobs}} Paramedics have an effective [[Medical]] skill of 10. They will rescue pawns before tending to them. &lt;br /&gt;
&lt;br /&gt;
They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} that of a human, equivalent to a baseline human in [[plate armor]].&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.&lt;br /&gt;
*It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s.&lt;br /&gt;
*There is a short {{ticks|30}} warm-up before jumping, and a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}}&lt;br /&gt;
*It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.&lt;br /&gt;
Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is present and not [[downed]] or in a [[mental break]]. Paramedics can carry a [[downed]] pawn with them during this jump.&lt;br /&gt;
&lt;br /&gt;
They also have the ability to release a 3.5-tile radius burst of [[firefoam]] on command, putting out [[fire]]s, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%. It takes {{ticks|30}} to deploy. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechLongJump.png|The on-screen gizmo to initiate a long jump&lt;br /&gt;
Paramedic jump.png|Range of the Paramedic mechanoid's jump launcher ability. Sterile tiles = valid targets. Gold tiles = too close and untargettable&lt;br /&gt;
MechFirefoamPop.png|The on-screen gizmo to initiate a firefoam pop&lt;br /&gt;
Paramedic firefoam pop.png|Radius of the Paramedic mechanoid's firefoam pop ability.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion}}&lt;br /&gt;
Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest.&lt;br /&gt;
&lt;br /&gt;
In any tending situation, paramedics have 3 main advantages:&lt;br /&gt;
*Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors.&lt;br /&gt;
*Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.&lt;br /&gt;
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.&lt;br /&gt;
You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanitors should keep paramedics active, and consider having more than one.&lt;br /&gt;
&lt;br /&gt;
Paramedics cannot tend while [[draft]]ed; they need an empty medical-set bed or [[sleeping spot]] in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to ''Doctor care but no medicine'' so that the paramedic doesn't waste time hauling medicine from your base.&lt;br /&gt;
&lt;br /&gt;
===Nonurgent===&lt;br /&gt;
With a [[cleanliness|clean]], [[Light|well-lit]] hospital with a high quality [[hospital bed]], a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.&lt;br /&gt;
&lt;br /&gt;
If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and [[disease]].&lt;br /&gt;
&lt;br /&gt;
===Firefighting and rescue===&lt;br /&gt;
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.&lt;br /&gt;
&lt;br /&gt;
Due to the flexibility of the long jump, paramedics are useful for rescuing pawns. &lt;br /&gt;
*A paramedic takes up 1 [[bandwidth]]. A human combatant, who would otherwise be &amp;quot;lost&amp;quot; rescuing, almost certainly makes up for the loss of [[militor|combat mech]]s from a single bandwidth.&lt;br /&gt;
&lt;br /&gt;
== Work Speed ==&lt;br /&gt;
{{Rewrite|reason=Verify numbers for tend speed}}&lt;br /&gt;
The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]], which is 50%. A [[mech booster]]'s effect increases work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters. &lt;br /&gt;
&lt;br /&gt;
All values are for 50%+ lighting conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan='2'| Control&amp;lt;br&amp;gt;Sublinks !! colspan='2' | [[Medical Tend Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Base !! Mech Boosted&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 50% || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 56% || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 62% || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 68% || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 74% || 99%	&lt;br /&gt;
|-	&lt;br /&gt;
| 5 || 80% || 105%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 86% || 111%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 [[archotech arm]]s, will beat a mech-boosted Paramedic with maximum sublinks.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Paramedic east.png| Age 0-99 Paramedic facing east&lt;br /&gt;
Paramedic north.png| Age 0-99 Paramedic facing north&lt;br /&gt;
Paramedic south.png| Age 0-99 Paramedic facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ParamedicAncient east.png| Age 100+ Paramedic facing east&lt;br /&gt;
ParamedicAncient north.png| Age 100+ Paramedic facing north&lt;br /&gt;
ParamedicAncient south.png| Age 100+ Paramedic 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/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Paramedics not fighting fires automatically.  &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=159712</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=159712"/>
		<updated>2025-02-20T15:50:57Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Healing Rate */&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 a 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;
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}&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. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.&lt;br /&gt;
&lt;br /&gt;
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.&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 12% of receiving trauma savant. 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;
&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 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. This allows a pawn to heal as much as 38 * 1000% = 380 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]]. Whenever a wound is tended, the quality is multiplied by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60&lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds, 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 [[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>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=159710</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=159710"/>
		<updated>2025-02-20T14:33:44Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Example */&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 a 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;
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}&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. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.&lt;br /&gt;
&lt;br /&gt;
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.&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 12% of receiving trauma savant. 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;
* '''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;
&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 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. This allows a pawn to heal as much as 38 * 1000% = 380 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]]. Whenever a wound is tended, the quality is multiplied by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60&lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds, 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 [[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>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=159708</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=159708"/>
		<updated>2025-02-20T14:20:08Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Example */&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 a 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;
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}&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. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.&lt;br /&gt;
&lt;br /&gt;
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.&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 12% of receiving trauma savant. 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;
* '''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;
&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 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. This allows a pawn to heal as much as 38 * 1000% = 380 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]], [[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) * 1000% = '''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]]. Whenever a wound is tended, the quality is multiplied by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60&lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds, 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 [[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>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=159697</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=159697"/>
		<updated>2025-02-20T05:10:59Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Example */&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 a 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;
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}&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. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.&lt;br /&gt;
&lt;br /&gt;
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.&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 12% of receiving trauma savant. 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;
* '''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;
&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 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. This allows a pawn to heal as much as 38 * 1000% = 380 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]], [[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;(12 + 12 + 14) * 1000% = '''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]]. Whenever a wound is tended, the quality is multiplied by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60&lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds, 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 [[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>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=159696</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=159696"/>
		<updated>2025-02-20T05:03:24Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Healing Rate */&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 a 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;
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}&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. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.&lt;br /&gt;
&lt;br /&gt;
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.&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 12% of receiving trauma savant. 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;
* '''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;
&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 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. This allows a pawn to heal as much as 38 * 1000% = 380 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;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. Whenever a wound is tended, the quality is multiplied by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60&lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds, 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 [[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>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=159695</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=159695"/>
		<updated>2025-02-20T05:02:01Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Healing Rate */&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 a 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;
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}&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. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.&lt;br /&gt;
&lt;br /&gt;
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.&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 12% of receiving trauma savant. 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;
* '''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;
&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 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. Note that the game lists Juggernaut Serum as an offset, but treats it as a multiplicative like Genes. This allows a pawn to heal as much as 38 * 1000% = 380 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;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. Whenever a wound is tended, the quality is multiplied by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60&lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds, 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 [[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>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury_Healing_Factor&amp;diff=159694</id>
		<title>Injury Healing Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury_Healing_Factor&amp;diff=159694"/>
		<updated>2025-02-20T04:30:54Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) Order of operations 2) Version history 3) Two-way links}}&lt;br /&gt;
{{Verified|1.5.4104}}{{Stat&lt;br /&gt;
| min value = 0&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The multiplier applied to a person's [[Injury#Healing_Rate|injury healing rate]].&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&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;
== Factors ==&lt;br /&gt;
* [[Pawns]]&lt;br /&gt;
** {{AnomalyIcon}}[[Nociosphere]]: {{Bad|×0%}}&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;
* Stat Parts&lt;br /&gt;
** {{BiotechIcon}}[[Hediffs#Deathresting|Deathresting]]&amp;lt;Ref&amp;gt;Applies to a pawn when they have the [[Hediffs#Deathresting|Deathresting]] hediff: it isn't directly given by the hediff itself&amp;lt;/Ref&amp;gt;: {{Good|×500%}}&lt;br /&gt;
&amp;lt;References /&amp;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;
|- id=&amp;quot;Injury Healing Factor&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;InjuryHealingFactor&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;injury healing factor&lt;br /&gt;
| The multiplier applied to a person's injury healing rate.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;'''{{Bad|false}}'''&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' {{%|1.0}}&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
* '''Min Value:''' {{%|0}}&lt;br /&gt;
* '''Hide At Value:''' {{%|1}}&lt;br /&gt;
|&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_Deathresting{{BiotechIcon}}'''&lt;br /&gt;
*** Factor: {{Good|×{{%|5}}}}&lt;br /&gt;
| 2201&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=158963</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=158963"/>
		<updated>2025-01-29T23:46:37Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Melee verb selection at high quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{For|the non-persona variant of this weapon|Monosword}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Persona Monosword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br/&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&lt;br /&gt;
The '''persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Persona monoswords cannot be crafted. Instead, they can be [[Trade|purchased]] from any combat supplier or war merchant, at [[Empire]] [[faction base]]s, or obtained as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
They can also be found on the following [[Raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Imperial citizen|Imperial Citizen]] || ? || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic warden|Stellic Warden]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Knight|Knight/Dame]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Praetor|Praetor]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Baron|Baron/Baroness]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Count|Count/Countess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Duke|Duke/Duchess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Consul|Consul]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellarch|Stellarch]] || ? || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Persona Weapon Summary}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high {{AP}} for its Point and Edge attacks. Namely it has a base {{AP}} of {{P|Attack 2 AP}}%, as opposed to the {{#expr:{{P|Attack 2 Damage}}*1.5 round 0}}% that would be automatically calculated from weapon damage. The {{AP}} still scales with [[quality]], but does not scale with its wielder's [[Melee Damage Factor]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The persona monosword is the most powerful melee weapon in the game in terms of base {{DPS}}, arguably the best overall, and a complete upgrade to regular [[monosword]]. With 90% AP on its main attack, a ''normal'' persona monosword will completely pierce any [[mechanoid]]'s hide, and pretty much ignore [[power armor]] up to [[recon armor|recon]] and poor [[marine armor|marine]]. &lt;br /&gt;
&lt;br /&gt;
=== Comparison to persona zeushammers ===&lt;br /&gt;
The [[persona zeushammer]] is the biggest competitor to the persona monosword for &amp;quot;best melee weapon&amp;quot;. For sake of comparison, the zeushammer's EMP effects will be ignored until a footnote at the end.&lt;br /&gt;
&lt;br /&gt;
When compared to the zeushammer, a persona monosword of the same quality has higher raw {{DPS}} against all [[mechanoid]]s, as well as human targets up to (and including) [[marine armor]]. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of &amp;quot;most expected targets have much less Blunt armor than they do Sharp&amp;quot;. Unless fighting against the [[empire]]'s absolute best soldiers, both weapons' {{AP}} are so high that armor is not a concern.&lt;br /&gt;
&lt;br /&gt;
While the monosword is better at pure DPS, persona zeushammers have 2 key advantages over monoswords:&lt;br /&gt;
#One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing. Note that, due to body part protection mechanics, the zeushammer cannot actually one-shot the torso, the largest body part (usually). It can still destroy large body parts like the head, arms and legs.&lt;br /&gt;
#Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's ''Cut'' damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part.&lt;br /&gt;
While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway.&lt;br /&gt;
&lt;br /&gt;
Therefore, the following comparisons can be made:&lt;br /&gt;
* '''At normal quality''', these factors aren't too important. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit, resulting in roughly similar performance. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes.&lt;br /&gt;
&lt;br /&gt;
* '''But at high quality''', the damage spread becomes very important. A masterwork persona zeushammer is better against non-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to one-shot. Persona monoswords of the same quality are better against larger pawns like [[elephant]]s and [[centipede]]s. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS.&lt;br /&gt;
&lt;br /&gt;
These differences are heavily exacerbated by the [[Strong melee damage]] gene{{BiotechIcon}}, which increases the damage/hit of both weapons. While this means that the high quality monoswords can now one-shot the torso, this only makes the overkill mechanics more relevant. A zeushammer of the same quality can hit the arm, destroy the shoulder, and destroy the torso in the process. More breakpoints and numbers with and without this gene can be seen at [[#Further zeushammer comparison]].&lt;br /&gt;
&lt;br /&gt;
This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. It can be useful for [[relic]]s{{IdeologyIcon}}, which will be a legendary weapon of choice.&lt;br /&gt;
&lt;br /&gt;
*'''Considering EMP'''&lt;br /&gt;
The zeushammer's EMP, while it can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. A melee master with a zeushammer is likely to kill or severely damage most mechanoids within its stun time, but this is worth mentioning.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to plasmaswords ===&lt;br /&gt;
A normal [[persona plasmasword]] will actually beat the same quality monosword in raw DPS, due to the fire. However, as the flame proc does not scale with quality, a higher quality monosword comes out ahead. In addition, the plasmasword has less {{AP}}, and the flame attack, 0% AP. Finally, many enemies are immune to fire or will pop a [[firefoam pop pack]] the moment they are lit on fire.&lt;br /&gt;
&lt;br /&gt;
The main difference is whenever the plasmasword's fire is desirable.&lt;br /&gt;
*Fire completely stops enemies from attacking until the fire is put out. This can be great in open combat situations. Plasmaswords come out ahead in the average human v human fight for this reason. Great when surrounded by enemies.&lt;br /&gt;
*However, lighting your enemies on fire is actively harmful in a melee block scenario. Enemies lit on fire will ignore ''collision'', allowing them to run behind your melee fighters, ruining the melee block setup.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection at high quality ===&lt;br /&gt;
----&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
{{Stub|section=1|reason= Section needs more details on the interaction between Melee verb selection and higher Melee damage factors, specifically the 225% factor achievable with all DLCs. }}&lt;br /&gt;
&lt;br /&gt;
Melee verbs, i.e. the types of melee attacks performed by a pawn, are chosen by assigning them attacks into categories, based on their relative strength and {{AP}} compared to the strongest attack. These categories are: &amp;quot;best&amp;quot; (75%), &amp;quot;mid&amp;quot; (25%), and &amp;quot;worst&amp;quot; (0%). This system is not calculated for the in-game weapon info.&lt;br /&gt;
&lt;br /&gt;
At Masterwork quality or higher, the persona monosword has the unique distinction of having primary attacks strong enough that all other attacks are relegated to the &amp;quot;worst&amp;quot; category, ensuring that the user only makes attacks with the blade.  This results in a {{#expr: ((24.47/17.44)-1)*100 round 1}}% increase in {{DPS}} when going from Excellent to Masterwork, significantly above the normal {{#expr: ((1.45/1.2)-1)*100 round 1}}% from the quality increase alone. It also increases the effective {{AP}} in a similar way, ensuring that only the best armored enemies will ever take no damage from an attack that hits. &lt;br /&gt;
&lt;br /&gt;
When wielded by a pawn with an increase to its [[Melee damage factor]] from either the [[Strong melee damage]] gene{{BiotechIcon}} or [[Juggernaut serum]]{{anomalyIcon}} the lower-damage secondary attack is brought back into the &amp;quot;mid&amp;quot; category for Masterwork and Legendary monoswords. While this means some attacks may occasionally fail to penetrate armour, the increased damage on hits that land will outweigh the failed attacks - and against pawns which can't block the secondary attack, the DPS is increased even further. Due to the secondary attack having increased AP from strong melee damage, and being a blunt attack, it will actually penetrate any armour worse than recon armor (including mechanoids).&lt;br /&gt;
&lt;br /&gt;
==== Further zeushammer comparison ====&lt;br /&gt;
Regardless of Melee damage factor, the [[Damage_Types#Blunt|Blunt]] overkill damage means that the zeushammer is equal or superior against pawns with smaller health pools. A high quality monosword attack will waste damage done beyond the maximum of the limb, but a zeushammer will instead transfer that damage into the parent limb. The increase in applied damage against humanlike, combined with blunt damage's better AP against high tier armor, means that the zeushammer will perform similarly or better against any humanlike who isn't tough and robust.{{Check Tag|Needs testing}} However, against enemies with high health pools, such as Centipedes, the monosword's damage will be fully utilized, and it will outperform the zeushammer.&lt;br /&gt;
&lt;br /&gt;
The average humanlike bodypart has around 25hp; with a legendary persona monosword's attack damage at 44.55, you will waste around 44% of the potential damage against humanlike. With strong melee, this becomes over 50%. Meanwhile, a zeushammer will only waste damage if it was under 40% overkill, which is very unlikely at high qualities- with an attack damage of 51, and the average body part having just 25hp, overkill should always be successful, even without strong melee damage - which will increase both dps and AP by 50%. &lt;br /&gt;
&lt;br /&gt;
If the pawn has no modifier to its Melee damage factor, the melee verb difference means against high HP enemies such as centipedes, a monosword will deal 28% more damage than a zeushammer. With 150% Melee damage factor, a persona monosword is 10% more dps than a zeushammer if there is no overkill. Regardless of Melee damage factor, the zeushammer should match or outperform the monosword against humanlike, especially against high quality Cataphract Armor due to overkill mechanics.&lt;br /&gt;
&lt;br /&gt;
In summary: &lt;br /&gt;
* A masterwork / legendary persona monosword has a ~40% chance to kill opponents with torso HP &amp;lt;= 65 HP, such as [[scyther]]s, [[neanderthal]]s, yttakin, and baseliners.&lt;br /&gt;
* A legendary persona zeushammer would have an ~80% chance to kill opponents with torso HP &amp;lt;= 42 HP, such as baseliners and lancers.&lt;br /&gt;
If you are fighting a mixed squad of mechs or xenotypes, then they will be roughly equal. However, there are many raids that consist of only scythers, neanderthals, etc., which are ''much'' more dangerous in melee combat.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added as '''Linked monosword'''.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed to '''persona monosword'''. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=158962</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=158962"/>
		<updated>2025-01-29T23:45:32Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Melee verb selection at high quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{For|the non-persona variant of this weapon|Monosword}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Persona Monosword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br/&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&lt;br /&gt;
The '''persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Persona monoswords cannot be crafted. Instead, they can be [[Trade|purchased]] from any combat supplier or war merchant, at [[Empire]] [[faction base]]s, or obtained as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
They can also be found on the following [[Raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Imperial citizen|Imperial Citizen]] || ? || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic warden|Stellic Warden]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Knight|Knight/Dame]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Praetor|Praetor]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Baron|Baron/Baroness]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Count|Count/Countess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Duke|Duke/Duchess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Consul|Consul]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellarch|Stellarch]] || ? || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Persona Weapon Summary}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high {{AP}} for its Point and Edge attacks. Namely it has a base {{AP}} of {{P|Attack 2 AP}}%, as opposed to the {{#expr:{{P|Attack 2 Damage}}*1.5 round 0}}% that would be automatically calculated from weapon damage. The {{AP}} still scales with [[quality]], but does not scale with its wielder's [[Melee Damage Factor]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The persona monosword is the most powerful melee weapon in the game in terms of base {{DPS}}, arguably the best overall, and a complete upgrade to regular [[monosword]]. With 90% AP on its main attack, a ''normal'' persona monosword will completely pierce any [[mechanoid]]'s hide, and pretty much ignore [[power armor]] up to [[recon armor|recon]] and poor [[marine armor|marine]]. &lt;br /&gt;
&lt;br /&gt;
=== Comparison to persona zeushammers ===&lt;br /&gt;
The [[persona zeushammer]] is the biggest competitor to the persona monosword for &amp;quot;best melee weapon&amp;quot;. For sake of comparison, the zeushammer's EMP effects will be ignored until a footnote at the end.&lt;br /&gt;
&lt;br /&gt;
When compared to the zeushammer, a persona monosword of the same quality has higher raw {{DPS}} against all [[mechanoid]]s, as well as human targets up to (and including) [[marine armor]]. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of &amp;quot;most expected targets have much less Blunt armor than they do Sharp&amp;quot;. Unless fighting against the [[empire]]'s absolute best soldiers, both weapons' {{AP}} are so high that armor is not a concern.&lt;br /&gt;
&lt;br /&gt;
While the monosword is better at pure DPS, persona zeushammers have 2 key advantages over monoswords:&lt;br /&gt;
#One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing. Note that, due to body part protection mechanics, the zeushammer cannot actually one-shot the torso, the largest body part (usually). It can still destroy large body parts like the head, arms and legs.&lt;br /&gt;
#Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's ''Cut'' damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part.&lt;br /&gt;
While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway.&lt;br /&gt;
&lt;br /&gt;
Therefore, the following comparisons can be made:&lt;br /&gt;
* '''At normal quality''', these factors aren't too important. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit, resulting in roughly similar performance. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes.&lt;br /&gt;
&lt;br /&gt;
* '''But at high quality''', the damage spread becomes very important. A masterwork persona zeushammer is better against non-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to one-shot. Persona monoswords of the same quality are better against larger pawns like [[elephant]]s and [[centipede]]s. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS.&lt;br /&gt;
&lt;br /&gt;
These differences are heavily exacerbated by the [[Strong melee damage]] gene{{BiotechIcon}}, which increases the damage/hit of both weapons. While this means that the high quality monoswords can now one-shot the torso, this only makes the overkill mechanics more relevant. A zeushammer of the same quality can hit the arm, destroy the shoulder, and destroy the torso in the process. More breakpoints and numbers with and without this gene can be seen at [[#Further zeushammer comparison]].&lt;br /&gt;
&lt;br /&gt;
This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. It can be useful for [[relic]]s{{IdeologyIcon}}, which will be a legendary weapon of choice.&lt;br /&gt;
&lt;br /&gt;
*'''Considering EMP'''&lt;br /&gt;
The zeushammer's EMP, while it can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. A melee master with a zeushammer is likely to kill or severely damage most mechanoids within its stun time, but this is worth mentioning.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to plasmaswords ===&lt;br /&gt;
A normal [[persona plasmasword]] will actually beat the same quality monosword in raw DPS, due to the fire. However, as the flame proc does not scale with quality, a higher quality monosword comes out ahead. In addition, the plasmasword has less {{AP}}, and the flame attack, 0% AP. Finally, many enemies are immune to fire or will pop a [[firefoam pop pack]] the moment they are lit on fire.&lt;br /&gt;
&lt;br /&gt;
The main difference is whenever the plasmasword's fire is desirable.&lt;br /&gt;
*Fire completely stops enemies from attacking until the fire is put out. This can be great in open combat situations. Plasmaswords come out ahead in the average human v human fight for this reason. Great when surrounded by enemies.&lt;br /&gt;
*However, lighting your enemies on fire is actively harmful in a melee block scenario. Enemies lit on fire will ignore ''collision'', allowing them to run behind your melee fighters, ruining the melee block setup.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection at high quality ===&lt;br /&gt;
----&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
{{Stub|section=1|reason= &amp;lt;section needs more details on the interaction between Melee verb selection and higher Melee damage factors, specifically the 225% factor achievable with all DLCs.&amp;gt; }}&lt;br /&gt;
&lt;br /&gt;
Melee verbs, i.e. the types of melee attacks performed by a pawn, are chosen by assigning them attacks into categories, based on their relative strength and {{AP}} compared to the strongest attack. These categories are: &amp;quot;best&amp;quot; (75%), &amp;quot;mid&amp;quot; (25%), and &amp;quot;worst&amp;quot; (0%). This system is not calculated for the in-game weapon info.&lt;br /&gt;
&lt;br /&gt;
At Masterwork quality or higher, the persona monosword has the unique distinction of having primary attacks strong enough that all other attacks are relegated to the &amp;quot;worst&amp;quot; category, ensuring that the user only makes attacks with the blade.  This results in a {{#expr: ((24.47/17.44)-1)*100 round 1}}% increase in {{DPS}} when going from Excellent to Masterwork, significantly above the normal {{#expr: ((1.45/1.2)-1)*100 round 1}}% from the quality increase alone. It also increases the effective {{AP}} in a similar way, ensuring that only the best armored enemies will ever take no damage from an attack that hits. &lt;br /&gt;
&lt;br /&gt;
When wielded by a pawn with an increase to its [[Melee damage factor]] from either the [[Strong melee damage]] gene{{BiotechIcon}} or [[Juggernaut serum]]{{anomalyIcon}} the lower-damage secondary attack is brought back into the &amp;quot;mid&amp;quot; category for Masterwork and Legendary monoswords. While this means some attacks may occasionally fail to penetrate armour, the increased damage on hits that land will outweigh the failed attacks - and against pawns which can't block the secondary attack, the DPS is increased even further. Due to the secondary attack having increased AP from strong melee damage, and being a blunt attack, it will actually penetrate any armour worse than recon armor (including mechanoids).&lt;br /&gt;
&lt;br /&gt;
==== Further zeushammer comparison ====&lt;br /&gt;
Regardless of Melee damage factor, the [[Damage_Types#Blunt|Blunt]] overkill damage means that the zeushammer is equal or superior against pawns with smaller health pools. A high quality monosword attack will waste damage done beyond the maximum of the limb, but a zeushammer will instead transfer that damage into the parent limb. The increase in applied damage against humanlike, combined with blunt damage's better AP against high tier armor, means that the zeushammer will perform similarly or better against any humanlike who isn't tough and robust.{{Check Tag|Needs testing}} However, against enemies with high health pools, such as Centipedes, the monosword's damage will be fully utilized, and it will outperform the zeushammer.&lt;br /&gt;
&lt;br /&gt;
The average humanlike bodypart has around 25hp; with a legendary persona monosword's attack damage at 44.55, you will waste around 44% of the potential damage against humanlike. With strong melee, this becomes over 50%. Meanwhile, a zeushammer will only waste damage if it was under 40% overkill, which is very unlikely at high qualities- with an attack damage of 51, and the average body part having just 25hp, overkill should always be successful, even without strong melee damage - which will increase both dps and AP by 50%. &lt;br /&gt;
&lt;br /&gt;
If the pawn has no modifier to its Melee damage factor, the melee verb difference means against high HP enemies such as centipedes, a monosword will deal 28% more damage than a zeushammer. With 150% Melee damage factor, a persona monosword is 10% more dps than a zeushammer if there is no overkill. Regardless of Melee damage factor, the zeushammer should match or outperform the monosword against humanlike, especially against high quality Cataphract Armor due to overkill mechanics.&lt;br /&gt;
&lt;br /&gt;
In summary: &lt;br /&gt;
* A masterwork / legendary persona monosword has a ~40% chance to kill opponents with torso HP &amp;lt;= 65 HP, such as [[scyther]]s, [[neanderthal]]s, yttakin, and baseliners.&lt;br /&gt;
* A legendary persona zeushammer would have an ~80% chance to kill opponents with torso HP &amp;lt;= 42 HP, such as baseliners and lancers.&lt;br /&gt;
If you are fighting a mixed squad of mechs or xenotypes, then they will be roughly equal. However, there are many raids that consist of only scythers, neanderthals, etc., which are ''much'' more dangerous in melee combat.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added as '''Linked monosword'''.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed to '''persona monosword'''. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=158961</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=158961"/>
		<updated>2025-01-29T22:28:12Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the Ghoul Infusion [[Dark study]] will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for {{Icon Small|Bioferrite||30}} [[Bioferrite]] and {{Icon Small|Shard||1}} [[Shard]] permanently turning that pawn into a Ghoul. Regardless of if the pawn was a member of your colony, they will be under the player's control once the operation is completed. The pawn completing the medical operation must have a Medical skill of four or higher.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.&lt;br /&gt;
&lt;br /&gt;
Ghoul Regeneration is separate from a pawn's normal [[Injury#Healing_Rate|healing rate]]. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls ''natural'' healing is affected by [[Genes]], [[Healing enhancer]]s, and [[Juggernaut serum]]. Ghoul Regeneration is ''not'' affected by these factors. See [[Injury#Healing|Healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|Pollution stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls and their inability to eat anything but raw meat and corpses means that traditional sources of nutritional efficiency are unavailable. However, with some upgrades, ghouls require less resources to maintain than humans in every way.&lt;br /&gt;
&lt;br /&gt;
Theses are:&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}&lt;br /&gt;
* The [[Robust digestion]] gene:{{BiotechIcon}} A gene multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}} &lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} which multiplies [[hunger rate]] by {{Good|x50%}}&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic effeiciency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery [[creepjoiner]] don't need to eat at all, however this significantly reduces the [[trait]] options available for the sake of removing an almost negligible cost in the mid and late game.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
* Ghouls can have genes implanted or harvested same as other pawns. If a Ghoul has the [[Genes#Archite|Gene implanter]] Archite Gene, The option for the Ghoul to implant genes will not appear, but can still be manually triggered. The Ghoul must first be downed, such as under anesthetic from a surgery. Select the pawn you want to implant the Genes into, and right-click on the Ghoul to bring up the option. If the Ghoul dies from having its Genes harvested too early, simply use [[ghoul resurrection serum]]. Being resurrected will remove the &amp;quot;Genes regrowing&amp;quot; Hediff, allowing for rapid implantation for relatively low cost.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a ghoul resurrection serum, it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=158960</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=158960"/>
		<updated>2025-01-29T22:25:32Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the Ghoul Infusion [[Dark study]] will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for {{Icon Small|Bioferrite||30}} [[Bioferrite]] and {{Icon Small|Shard||1}} [[Shard]] permanently turning that pawn into a Ghoul. The pawn completing the medical operation must have a Medical skill of four or higher.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.&lt;br /&gt;
&lt;br /&gt;
Ghoul Regeneration is separate from a pawn's normal [[Injury#Healing_Rate|healing rate]]. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls ''natural'' healing is affected by [[Genes]], [[Healing enhancer]]s, and [[Juggernaut serum]]. Ghoul Regeneration is ''not'' affected by these factors. See [[Injury#Healing|Healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|Pollution stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls and their inability to eat anything but raw meat and corpses means that traditional sources of nutritional efficiency are unavailable. However, with some upgrades, ghouls require less resources to maintain than humans in every way.&lt;br /&gt;
&lt;br /&gt;
Theses are:&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}&lt;br /&gt;
* The [[Robust digestion]] gene:{{BiotechIcon}} A gene multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}} &lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} which multiplies [[hunger rate]] by {{Good|x50%}}&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic effeiciency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery [[creepjoiner]] don't need to eat at all, however this significantly reduces the [[trait]] options available for the sake of removing an almost negligible cost in the mid and late game.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
* Ghouls can have genes implanted or harvested same as other pawns. If a Ghoul has the [[Genes#Archite|Gene implanter]] Archite Gene, The option for the Ghoul to implant genes will not appear, but can still be manually triggered. The Ghoul must first be downed, such as under anesthetic from a surgery. Select the pawn you want to implant the Genes into, and right-click on the Ghoul to bring up the option. If the Ghoul dies from having its Genes harvested too early, simply use [[ghoul resurrection serum]]. Being resurrected will remove the &amp;quot;Genes regrowing&amp;quot; Hediff, allowing for rapid implantation for relatively low cost.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a ghoul resurrection serum, it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=158959</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=158959"/>
		<updated>2025-01-29T22:25:00Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the Ghoul Infusion [[Dark study]] will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for {{Icon Small|Bioferrite||30}} [[Bioferrite]] and {{Icon Small|Shard||1}} [[Shard]] permanently turning that pawn into a Ghoul. The pawn completing the operation must have a Medical skill of four or higher.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.&lt;br /&gt;
&lt;br /&gt;
Ghoul Regeneration is separate from a pawn's normal [[Injury#Healing_Rate|healing rate]]. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls ''natural'' healing is affected by [[Genes]], [[Healing enhancer]]s, and [[Juggernaut serum]]. Ghoul Regeneration is ''not'' affected by these factors. See [[Injury#Healing|Healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|Pollution stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls and their inability to eat anything but raw meat and corpses means that traditional sources of nutritional efficiency are unavailable. However, with some upgrades, ghouls require less resources to maintain than humans in every way.&lt;br /&gt;
&lt;br /&gt;
Theses are:&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}&lt;br /&gt;
* The [[Robust digestion]] gene:{{BiotechIcon}} A gene multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}} &lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} which multiplies [[hunger rate]] by {{Good|x50%}}&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic effeiciency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery [[creepjoiner]] don't need to eat at all, however this significantly reduces the [[trait]] options available for the sake of removing an almost negligible cost in the mid and late game.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
* Ghouls can have genes implanted or harvested same as other pawns. If a Ghoul has the [[Genes#Archite|Gene implanter]] Archite Gene, The option for the Ghoul to implant genes will not appear, but can still be manually triggered. The Ghoul must first be downed, such as under anesthetic from a surgery. Select the pawn you want to implant the Genes into, and right-click on the Ghoul to bring up the option. If the Ghoul dies from having its Genes harvested too early, simply use [[ghoul resurrection serum]]. Being resurrected will remove the &amp;quot;Genes regrowing&amp;quot; Hediff, allowing for rapid implantation for relatively low cost.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a ghoul resurrection serum, it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=158958</id>
		<title>Persona monosword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_monosword&amp;diff=158958"/>
		<updated>2025-01-29T22:16:34Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Melee verb selection at high quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{For|the non-persona variant of this weapon|Monosword}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Persona monosword&lt;br /&gt;
| image = Persona Monosword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.&amp;lt;br/&amp;gt;This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 27&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack2ap = 90&lt;br /&gt;
| meleeattack3dmg = 27&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 1.6&lt;br /&gt;
| meleeattack3ap = 90&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Bladelink&lt;br /&gt;
| thingSetMakerTags = WeaponBladelink&lt;br /&gt;
}}&lt;br /&gt;
The '''persona monosword''' is a DLC [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a large amount of [[damage]], has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the [[persona weapon]] variant of the [[monosword]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Persona monoswords cannot be crafted. Instead, they can be [[Trade|purchased]] from any combat supplier or war merchant, at [[Empire]] [[faction base]]s, or obtained as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
They can also be found on the following [[Raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Imperial citizen|Imperial Citizen]] || ? || ? || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic warden|Stellic Warden]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Knight|Knight/Dame]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Praetor|Praetor]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Baron|Baron/Baroness]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Count|Count/Countess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Duke|Duke/Duchess]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Consul|Consul]] || ? || Excellent || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellarch|Stellarch]] || ? || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Persona Weapon Summary}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high {{AP}} for its Point and Edge attacks. Namely it has a base {{AP}} of {{P|Attack 2 AP}}%, as opposed to the {{#expr:{{P|Attack 2 Damage}}*1.5 round 0}}% that would be automatically calculated from weapon damage. The {{AP}} still scales with [[quality]], but does not scale with its wielder's [[Melee Damage Factor]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The persona monosword is the most powerful melee weapon in the game in terms of base {{DPS}}, arguably the best overall, and a complete upgrade to regular [[monosword]]. With 90% AP on its main attack, a ''normal'' persona monosword will completely pierce any [[mechanoid]]'s hide, and pretty much ignore [[power armor]] up to [[recon armor|recon]] and poor [[marine armor|marine]]. &lt;br /&gt;
&lt;br /&gt;
=== Comparison to persona zeushammers ===&lt;br /&gt;
The [[persona zeushammer]] is the biggest competitor to the persona monosword for &amp;quot;best melee weapon&amp;quot;. For sake of comparison, the zeushammer's EMP effects will be ignored until a footnote at the end.&lt;br /&gt;
&lt;br /&gt;
When compared to the zeushammer, a persona monosword of the same quality has higher raw {{DPS}} against all [[mechanoid]]s, as well as human targets up to (and including) [[marine armor]]. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of &amp;quot;most expected targets have much less Blunt armor than they do Sharp&amp;quot;. Unless fighting against the [[empire]]'s absolute best soldiers, both weapons' {{AP}} are so high that armor is not a concern.&lt;br /&gt;
&lt;br /&gt;
While the monosword is better at pure DPS, persona zeushammers have 2 key advantages over monoswords:&lt;br /&gt;
#One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing. Note that, due to body part protection mechanics, the zeushammer cannot actually one-shot the torso, the largest body part (usually). It can still destroy large body parts like the head, arms and legs.&lt;br /&gt;
#Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's ''Cut'' damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part.&lt;br /&gt;
While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway.&lt;br /&gt;
&lt;br /&gt;
Therefore, the following comparisons can be made:&lt;br /&gt;
* '''At normal quality''', these factors aren't too important. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit, resulting in roughly similar performance. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes.&lt;br /&gt;
&lt;br /&gt;
* '''But at high quality''', the damage spread becomes very important. A masterwork persona zeushammer is better against non-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to one-shot. Persona monoswords of the same quality are better against larger pawns like [[elephant]]s and [[centipede]]s. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS.&lt;br /&gt;
&lt;br /&gt;
These differences are heavily exacerbated by the [[Strong melee damage]] gene{{BiotechIcon}}, which increases the damage/hit of both weapons. While this means that the high quality monoswords can now one-shot the torso, this only makes the overkill mechanics more relevant. A zeushammer of the same quality can hit the arm, destroy the shoulder, and destroy the torso in the process. More breakpoints and numbers with and without this gene can be seen at [[#Further zeushammer comparison]].&lt;br /&gt;
&lt;br /&gt;
This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. It can be useful for [[relic]]s{{IdeologyIcon}}, which will be a legendary weapon of choice.&lt;br /&gt;
&lt;br /&gt;
*'''Considering EMP'''&lt;br /&gt;
The zeushammer's EMP, while it can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. A melee master with a zeushammer is likely to kill or severely damage most mechanoids within its stun time, but this is worth mentioning.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to plasmaswords ===&lt;br /&gt;
A normal [[persona plasmasword]] will actually beat the same quality monosword in raw DPS, due to the fire. However, as the flame proc does not scale with quality, a higher quality monosword comes out ahead. In addition, the plasmasword has less {{AP}}, and the flame attack, 0% AP. Finally, many enemies are immune to fire or will pop a [[firefoam pop pack]] the moment they are lit on fire.&lt;br /&gt;
&lt;br /&gt;
The main difference is whenever the plasmasword's fire is desirable.&lt;br /&gt;
*Fire completely stops enemies from attacking until the fire is put out. This can be great in open combat situations. Plasmaswords come out ahead in the average human v human fight for this reason. Great when surrounded by enemies.&lt;br /&gt;
*However, lighting your enemies on fire is actively harmful in a melee block scenario. Enemies lit on fire will ignore ''collision'', allowing them to run behind your melee fighters, ruining the melee block setup.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection at high quality ===&lt;br /&gt;
----&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
Note: section needs more details on the interaction between Melee verb selection and higher Melee damage factors, specifically the 225% factor achievable with all DLCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melee verbs, i.e. the types of melee attacks performed by a pawn, are chosen by assigning them attacks into categories, based on their relative strength and {{AP}} compared to the strongest attack. These categories are: &amp;quot;best&amp;quot; (75%), &amp;quot;mid&amp;quot; (25%), and &amp;quot;worst&amp;quot; (0%). This system is not calculated for the in-game weapon info.&lt;br /&gt;
&lt;br /&gt;
At Masterwork quality or higher, the persona monosword has the unique distinction of having primary attacks strong enough that all other attacks are relegated to the &amp;quot;worst&amp;quot; category, ensuring that the user only makes attacks with the blade.  This results in a {{#expr: ((24.47/17.44)-1)*100 round 1}}% increase in {{DPS}} when going from Excellent to Masterwork, significantly above the normal {{#expr: ((1.45/1.2)-1)*100 round 1}}% from the quality increase alone. It also increases the effective {{AP}} in a similar way, ensuring that only the best armored enemies will ever take no damage from an attack that hits. &lt;br /&gt;
&lt;br /&gt;
When wielded by a pawn with an increase to its [[Melee damage factor]] from either the [[Strong melee damage]] gene{{BiotechIcon}} or [[Juggernaut serum]]{{anomalyIcon}} the lower-damage secondary attack is brought back into the &amp;quot;mid&amp;quot; category for Masterwork and Legendary monoswords. While this means some attacks may occasionally fail to penetrate armour, the increased damage on hits that land will outweigh the failed attacks - and against pawns which can't block the secondary attack, the DPS is increased even further. Due to the secondary attack having increased AP from strong melee damage, and being a blunt attack, it will actually penetrate any armour worse than recon armor (including mechanoids).&lt;br /&gt;
&lt;br /&gt;
==== Further zeushammer comparison ====&lt;br /&gt;
Regardless of Melee damage factor, the [[Damage_Types#Blunt|Blunt]] overkill damage means that the zeushammer is equal or superior against pawns with smaller health pools. A high quality monosword attack will waste damage done beyond the maximum of the limb, but a zeushammer will instead transfer that damage into the parent limb. The increase in applied damage against humanlike, combined with blunt damage's better AP against high tier armor, means that the zeushammer will perform similarly or better against any humanlike who isn't tough and robust.{{Check Tag|Needs testing}} However, against enemies with high health pools, such as Centipedes, the monosword's damage will be fully utilized, and it will outperform the zeushammer.&lt;br /&gt;
&lt;br /&gt;
The average humanlike bodypart has around 25hp; with a legendary persona monosword's attack damage at 44.55, you will waste around 44% of the potential damage against humanlike. With strong melee, this becomes over 50%. Meanwhile, a zeushammer will only waste damage if it was under 40% overkill, which is very unlikely at high qualities- with an attack damage of 51, and the average body part having just 25hp, overkill should always be successful, even without strong melee damage - which will increase both dps and AP by 50%. &lt;br /&gt;
&lt;br /&gt;
If the pawn has no modifier to its Melee damage factor, the melee verb difference means against high HP enemies such as centipedes, a monosword will deal 28% more damage than a zeushammer. With 150% Melee damage factor, a persona monosword is 10% more dps than a zeushammer if there is no overkill. Regardless of Melee damage factor, the zeushammer should match or outperform the monosword against humanlike, especially against high quality Cataphract Armor due to overkill mechanics.&lt;br /&gt;
&lt;br /&gt;
In summary: &lt;br /&gt;
* A masterwork / legendary persona monosword has a ~40% chance to kill opponents with torso HP &amp;lt;= 65 HP, such as [[scyther]]s, [[neanderthal]]s, yttakin, and baseliners.&lt;br /&gt;
* A legendary persona zeushammer would have an ~80% chance to kill opponents with torso HP &amp;lt;= 42 HP, such as baseliners and lancers.&lt;br /&gt;
If you are fighting a mixed squad of mechs or xenotypes, then they will be roughly equal. However, there are many raids that consist of only scythers, neanderthals, etc., which are ''much'' more dangerous in melee combat.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added as '''Linked monosword'''.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed to '''persona monosword'''. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] -  Persona monosword damage reduced from 29 to 27.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=156071</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=156071"/>
		<updated>2024-11-24T14:09:57Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls are only available with the [[Anomaly (DLC)]]{{AnomalyIcon}} enabled. They appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the [[Research#Ghoul_infusion|Ghoul Infusion]] Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for 30 [[Bioferrite]] and 1 [[Shard]], permanently turning that pawn into a Ghoul.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.&lt;br /&gt;
&lt;br /&gt;
Ghoul Regeneration is separate from a pawn's normal [[Injury#Healing_Rate|healing rate]]. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls ''natural'' healing is affected by [[Genes]], [[Healing enhancer|Healing enhancers]], and [[Juggernaut serum]]. Ghoul Regeneration is ''not'' affected by these factors. See [[Injury#Healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Genes#Pollution_stimulus|Pollution Stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
With some upgrades, Ghouls require less resources to maintain than humans in every way. The biggest improvement comes from the [[nuclear stomach]]{{RoyaltyIcon}}, which cuts their food need by 4 times. The [[Robust digestion]] gene{{BiotechIcon}} will reduce their need for raw meat by 1.8 times (but not if they eat corpses) while a metabolic efficiency of +5 cut their food need by another 2 times. At best, a ghoul only need to eat less than 4 meat a day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery creepjoiner don't need to eat at all.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Strong_melee|Strong Melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Great_melee|Great Melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Unstoppable|Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Fire_resistant|Fire Resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Robust_digestion|Robust Digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Elongated_fingers|Elongated Fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Smooth_tail|Smooth Tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Superfast_wound_healing|Superfast Wound Healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Pollution_stimulus|Pollution Stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Awful_animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Poor_animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Very_unhappy|Very Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Unhappy|Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Deathrest|Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Hemogen_drain|Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Pyrophobia|Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
* Ghouls can have genes implanted or harvested same as other pawns. If a Ghoul has the [[Genes#Archite|Gene implanter]] Archite Gene, The option for the Ghoul to implant genes will not appear, but can still be manually triggered. The Ghoul must first be downed, such as under anesthetic from a surgery. Select the pawn you want to implant the Genes into, and right-click on the Ghoul to bring up the option. If the Ghoul dies from having its Genes harvested too early, simply use [[ghoul resurrection serum]]. Being resurrected will remove the &amp;quot;Genes regrowing&amp;quot; Hediff, allowing for rapid implantation for relatively low cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a ghoul resurrection serum, it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=156070</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=156070"/>
		<updated>2024-11-24T14:04:55Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Medical quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls are only available with the [[Anomaly (DLC)]]{AnomalyIcon} enabled. They appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the [[Research#Ghoul_infusion|Ghoul Infusion]] Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for 30 [[Bioferrite]] and 1 [[Shard]], permanently turning that pawn into a Ghoul.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.&lt;br /&gt;
&lt;br /&gt;
Ghoul Regeneration is separate from a pawn's normal [[Injury#Healing_Rate|healing rate]]. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls ''natural'' healing is affected by [[Genes]], [[Healing enhancer|Healing enhancers]], and [[Juggernaut serum]]. Ghoul Regeneration is ''not'' affected by these factors. See [[Injury#Healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Genes#Pollution_stimulus|Pollution Stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
With some upgrades, Ghouls require less resources to maintain than humans in every way. The biggest improvement comes from the [[nuclear stomach]]{{RoyaltyIcon}}, which cuts their food need by 4 times. The [[Robust digestion]] gene{{BiotechIcon}} will reduce their need for raw meat by 1.8 times (but not if they eat corpses) while a metabolic efficiency of +5 cut their food need by another 2 times. At best, a ghoul only need to eat less than 4 meat a day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery creepjoiner don't need to eat at all.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Strong_melee|Strong Melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Great_melee|Great Melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Unstoppable|Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Fire_resistant|Fire Resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Robust_digestion|Robust Digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Elongated_fingers|Elongated Fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Smooth_tail|Smooth Tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Superfast_wound_healing|Superfast Wound Healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Pollution_stimulus|Pollution Stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Awful_animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Poor_animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Very_unhappy|Very Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Unhappy|Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Deathrest|Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Hemogen_drain|Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Pyrophobia|Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
* Ghouls can have genes implanted or harvested same as other pawns. If a Ghoul has the [[Genes#Archite|Gene implanter]] Archite Gene, The option for the Ghoul to implant genes will not appear, but can still be manually triggered. The Ghoul must first be downed, such as under anesthetic from a surgery. Select the pawn you want to implant the Genes into, and right-click on the Ghoul to bring up the option. If the Ghoul dies from having its Genes harvested too early, simply use [[ghoul resurrection serum]]. Being resurrected will remove the &amp;quot;Genes regrowing&amp;quot; Hediff, allowing for rapid implantation for relatively low cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a ghoul resurrection serum, it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ygpqd370yctum3ic&amp;topic_postId=ygq13rbn3veyiszo&amp;topic_revId=ygq13rbn3veyiszo&amp;action=single-view</id>
		<title>Topic:Ygpqd370yctum3ic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Ygpqd370yctum3ic&amp;topic_postId=ygq13rbn3veyiszo&amp;topic_revId=ygq13rbn3veyiszo&amp;action=single-view"/>
		<updated>2024-11-24T00:18:07Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:ZeeHedgehog&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:ZeeHedgehog (page does not exist)&quot;&gt;&lt;bdi&gt;ZeeHedgehog&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:ZeeHedgehog&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:ZeeHedgehog (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ZeeHedgehog&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ZeeHedgehog&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ygpqd370yctum3ic&amp;amp;topic_showPostId=ygq13rbn3veyiszo#flow-post-ygq13rbn3veyiszo&quot;&gt;commented&lt;/a&gt; on &quot;The Ideal Ghoul&quot; (&lt;em&gt;Wow! It never occurred to me to try and duplicate a Void Touched pawn, as the game seems to forbid duplicating Creepjoiners. I assumed a...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=155972</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=155972"/>
		<updated>2024-11-23T21:06:46Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls are only available with the [[Anomaly (DLC)]]{AnomalyIcon} enabled. They appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the [[Research#Ghoul_infusion|Ghoul Infusion]] Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for 30 [[Bioferrite]] and 1 [[Shard]], permanently turning that pawn into a Ghoul.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.&lt;br /&gt;
&lt;br /&gt;
Ghoul Regeneration is separate from a pawn's normal [[Injury#Healing_Rate|healing rate]]. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls ''natural'' healing is affected by [[Genes]], [[Healing enhancer|Healing enhancers]], and [[Juggernaut serum]]. Ghoul Regeneration is ''not'' affected by these factors. See [[Injury#Healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Genes#Pollution_stimulus|Pollution Stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
With some upgrades, Ghouls require less resources to maintain than humans in every way. The biggest improvement comes from the [[nuclear stomach]]{{RoyaltyIcon}}, which cuts their food need by 4 times. The [[Robust digestion]] gene{{BiotechIcon}} will reduce their need for raw meat by 1.8 times (but not if they eat corpses) while a metabolic efficiency of +5 cut their food need by another 2 times. At best, a ghoul only need to eat less than 4 meat a day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery creepjoiner don't need to eat at all.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Strong_melee|Strong Melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Great_melee|Great Melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Unstoppable|Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Fire_resistant|Fire Resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Robust_digestion|Robust Digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Elongated_fingers|Elongated Fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Smooth_tail|Smooth Tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Superfast_wound_healing|Superfast Wound Healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Pollution_stimulus|Pollution Stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Awful_animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Poor_animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Very_unhappy|Very Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Unhappy|Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Deathrest|Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Hemogen_drain|Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Pyrophobia|Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ygpqd370yctum3ic&amp;topic_postId=ygpqd370ygrwu7gk&amp;topic_revId=ygpqd370ygrwu7gk&amp;action=single-view</id>
		<title>Topic:Ygpqd370yctum3ic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Ygpqd370yctum3ic&amp;topic_postId=ygpqd370ygrwu7gk&amp;topic_revId=ygpqd370ygrwu7gk&amp;action=single-view"/>
		<updated>2024-11-23T21:05:15Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:ZeeHedgehog&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:ZeeHedgehog (page does not exist)&quot;&gt;&lt;bdi&gt;ZeeHedgehog&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:ZeeHedgehog&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:ZeeHedgehog (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/ZeeHedgehog&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/ZeeHedgehog&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ygpqd370yctum3ic&amp;amp;topic_showPostId=ygpqd370ygrwu7gk#flow-post-ygpqd370ygrwu7gk&quot;&gt;commented&lt;/a&gt; on &quot;The Ideal Ghoul&quot; (&lt;em&gt;How was &amp;quot;Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor&amp;quot; achieved? my tes...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Global_Learning_Factor&amp;diff=155970</id>
		<title>Global Learning Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Global_Learning_Factor&amp;diff=155970"/>
		<updated>2024-11-23T20:57:06Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Offsets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Skills}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = GlobalLearningFactor&lt;br /&gt;
| label = global learning factor&lt;br /&gt;
| description = A multiplier on the learning rate for all [[skills]].&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| show on animals = false&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3500&lt;br /&gt;
}}&lt;br /&gt;
Global learning factor is a direct multiplier on the experience gained for skills.&lt;br /&gt;
&lt;br /&gt;
To calculate this value, the game applies any factors to the sum of all offsets and the base 100%. As such, a pawn with the Slow Study gene and the Fast Learner trait has a Global Learning Factor of less than 100%.&lt;br /&gt;
&lt;br /&gt;
Global Learning Factor is only one part of skill XP growth, along with the [[Skills#Passion|Passion Multiplier]] and the base XP from a pawn's action.  The base XP is multiplied by both Global Learning Factor and the Passion Multiplier.  Because they are multiplicative, The Passion Multiplier has a more significant effect on the learning speed of a given skill than the Global Learning Speed does in most cases. Broadly speaking, pawns will even a minor passion and no learning bonuses will typically learn faster than ones that have no passion, even if the latter has positive traits effecting Global Learning Factor.&lt;br /&gt;
&lt;br /&gt;
The global learning factor does not affect the speed in which [[children]] fill their [[Children#Learning|Learning]] need. For that, see the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
These values act as offsets to Global Learning Factor. That is they are added to the base value of 100%. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}&lt;br /&gt;
* [[Bliss lobotomy]] hediff {{AnomalyIcon}}: {{--|50%}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Global Learning Factor of a pawn can be determined by first adding any Offsets to the base factor of 100%, then multiplying by any applicable Factors. as an example, let us determine the Global Learning Factor of a human pawn with the Fast Learner trait, a Learning assistant implant{{RoyaltyIcon}}, and the slow study gene{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
This pawn's Global Learning Factor would be calculated as:&lt;br /&gt;
&lt;br /&gt;
[100%(base) + 75%(Fast Learner) + 20%(Learning assistant)] * 50% = 97.5%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that Global Learning factor will always be multiplied by the pawn's Passion Multiplier to achieve their real learning speed. The chart below shows how Global Learning Factor interacts with Passions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &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;
|- id=&amp;quot;Global Learning Factor&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;GlobalLearningFactor&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;global learning factor&lt;br /&gt;
| A multiplier on the learning rate for all skills.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' {{%|1.0}}&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
* '''Show On Animals:''' {{Bad|false}}&lt;br /&gt;
* '''Hide At Value:''' {{%|1}}&lt;br /&gt;
* '''Min Value:''' {{%|0}}&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
| -&lt;br /&gt;
| 3500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=155966</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=155966"/>
		<updated>2024-11-23T20:29:04Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub |section =1 |reason= Urgent stub - Does not describe actual Acquisition mechanics at all}}&lt;br /&gt;
Ghouls are only available with the [[Anomaly (DLC)]]{AnomalyIcon} enabled. They appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the [[Research#Ghoul_infusion|Ghoul Infusion]] Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for 30 [[Bioferrite]] and 1 [[Shard]], permanently turning that pawn into a Ghoul.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.&lt;br /&gt;
&lt;br /&gt;
Ghoul Regeneration is separate from a pawn's normal [[Injury#Healing_Rate|healing rate]]. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls ''natural'' healing is affected by [[Genes]], [[Healing enhancer|Healing enhancers]], and [[Juggernaut serum]]. Ghoul Regeneration is ''not'' affected by these factors. See [[Injury#Healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Genes#Pollution_stimulus|Pollution Stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
With some upgrades, Ghouls require less resources to maintain than humans in every way. The biggest improvement comes from the [[nuclear stomach]]{{RoyaltyIcon}}, which cuts their food need by 4 times. The [[Robust digestion]] gene{{BiotechIcon}} will reduce their need for raw meat by 1.8 times (but not if they eat corpses) while a metabolic efficiency of +5 cut their food need by another 2 times. At best, a ghoul only need to eat less than 4 meat a day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery creepjoiner don't need to eat at all.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Strong_melee|Strong Melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Great_melee|Great Melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Unstoppable|Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Fire_resistant|Fire Resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Robust_digestion|Robust Digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Elongated_fingers|Elongated Fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Smooth_tail|Smooth Tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Superfast_wound_healing|Superfast Wound Healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Pollution_stimulus|Pollution Stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Awful_animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Poor_animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Very_unhappy|Very Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Unhappy|Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Deathrest|Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Hemogen_drain|Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Pyrophobia|Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=155964</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=155964"/>
		<updated>2024-11-23T20:04:12Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as both enemy units and become a part of your colony. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub |section =1 |reason= Urgent stub - Does not describe actual Acquisition mechanics at all}}&lt;br /&gt;
Ghouls are only available with the [[Anomaly (DLC)]]{AnomalyIcon} enabled. They appear in both the &amp;quot;Standard with Monolith&amp;quot; start and the &amp;quot;Ambient Horror&amp;quot; start. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a Ghoul has been encountered the [[Research#Ghoul_infusion|Ghoul Infusion]] Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for 30 [[Bioferrite]] and 1 [[Shard]], permanently turning that pawn into a Ghoul.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Hediffs are retained, including [[void touched]].&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff heals the ghoul's earliest-applied injury at the rate of 0.1 HP/s. After it's fully healed, the hediff will move to another injury at random to heal. Lost body parts will be converted to wounds and healed. It's also separate from the natural injury healing.&lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed&lt;br /&gt;
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Genes#Pollution_stimulus|Pollution Stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
With some upgrades, Ghouls require less resources to maintain than humans in every way. The biggest improvement comes from the [[nuclear stomach]]{{RoyaltyIcon}}, which cuts their food need by 4 times. The [[Robust digestion]] gene{{BiotechIcon}} will reduce their need for raw meat by 1.8 times (but not if they eat corpses) while a metabolic efficiency of +5 cut their food need by another 2 times. At best, a ghoul only need to eat less than 4 meat a day.&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery creepjoiner don't need to eat at all.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Strong_melee|Strong Melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Great_melee|Great Melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Unstoppable|Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Fire_resistant|Fire Resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Robust_digestion|Robust Digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Elongated_fingers|Elongated Fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Smooth_tail|Smooth Tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Superfast_wound_healing|Superfast Wound Healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Pollution_stimulus|Pollution Stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Awful_animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Poor_animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Very_unhappy|Very Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Unhappy|Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Deathrest|Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Hemogen_drain|Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
|[[Genes#Pyrophobia|Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
* You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.&lt;br /&gt;
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
=== The Ideal Ghoul ===&lt;br /&gt;
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.&lt;br /&gt;
* Level 20 melee skill: massively improve melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.&lt;br /&gt;
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=155963</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=155963"/>
		<updated>2024-11-23T18:46:40Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Growth moments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child enemies|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are human pawns from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, between 13 and 18, are teenagers - considered adults for most purposes.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Age is measured both biologically and chronologically. Biological age represents how far a pawn has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their &amp;quot;true&amp;quot; age, so to say. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
By default, children biologically age at 400% speed. Upon reaching 11, their aging will linearly slow from the [[AI Storytellers#Child aging rate|child aging rate]] until they reach 20, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Storytellers#Biotech|storyteller settings]].  &lt;br /&gt;
&lt;br /&gt;
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. A pawn in a [[growth vat]] will age at a constant 20x speed, unaffected by any other aging factors except for the [[Growth Vat Occupant Speed]] stat{{IdeologyIcon}}, as long as it has access to [[power]] and [[nutrition]]. However, if used to speed up the &amp;quot;Child&amp;quot; stage (ages 3-13), then the vat will impact the child's [[#Development|Development]]. Conversely, the [[Genes#Ageless|ageless]] [[gene]] will linearly slow aging from 13 until stopping entirely at 18.5. Growth vats ignore the ageless gene.&lt;br /&gt;
&lt;br /&gt;
For more explanation of aging rate, see [[#Aging]].&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s and are valid for any [[Reproduction|non-reproductive]] [[surgery]], including [[organ harvesting]]. However, children are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they have less health, can store less [[nutrition]], and receive stronger effects from [[drug]]s. Children are also vulnerable to the ''Fleeing Fire'' [[mental break]] when seeing [[fire]]. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without [[Genes#Pyrophobia|Pyrophobia]]. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
=== Noncombatants ===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack.&lt;br /&gt;
&lt;br /&gt;
However, children are still ''able'' to be targeted. This is in contrast to [[pen animal]]s, who enemies will never attack intentionally. If a raider has no other targets available, a &amp;quot;noncombatant&amp;quot; child will be attacked. Hungry predators have no regard for this mechanic, and will target your children if they are nearby. In any case, a child in the way of a firefight can be hit by stray shots and [[friendly fire]].&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}} ''Happy youngsters'' for each child colonist with 60 mood or higher, stacking up to +6. They will receive a -2 mood for each child colonist with 35 mood or less, stacking up to -6. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.&lt;br /&gt;
&lt;br /&gt;
Specifically, when the schedule allows it, children will try to begin a Learning task if their Learning need is currently below 90%, their mood is above any mental break threshold, and their Food and Sleep needs are above 40%.  (Some of those conditions seem to be recalculated only once per hour.)  Once begun, they will continue the Learning task until either Learning reaches 100%, or they get interrupted (by needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types).  After an interruption, if their Learning is below 90%, they'll resume doing a learning task, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.&lt;br /&gt;
&lt;br /&gt;
Thus, a perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%.  This gives a margin for error with respect to the maximum growth tier goal of &amp;quot;average Learning ≥ 90%&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The speed which children fulfill their Learning need is affected by the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
The table below shows linear values required for a child to hit 162 by the next Growth Point. As the first Growth Period (3 to 7) is longer but grants fewer points per day, it has a separate set of columns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| 3-7 Years !! colspan=&amp;quot;3&amp;quot;| 7-10/10-13&lt;br /&gt;
|-&lt;br /&gt;
! Years !! Days !! Average Points !! Years !! Days !! Average Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 15 || 10 || 0 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 30 || 20 || 0 || 30 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 45 || 30 || 0 || 45 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 41 || 1 || 0 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || 51 || 1 || 15 || 68&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 61 || 1 || 30 || 81&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 71 || 1 || 45 || 95&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 81 || 2 || 0 || 108&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || 91 || 2 || 15 || 122&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 30 || 101 || 2 || 30 || 135&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 45 || 111 || 2 || 45 || 149&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 122 || 3 || 0 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 132 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 142 || !! colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 45 || 152 || !! colspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0 || 162 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
=== Learning Tasks ===&lt;br /&gt;
At any one point, Learning will consist of 1 or 2 of the following tasks, which may not always be possible:&lt;br /&gt;
&lt;br /&gt;
* '''Floor drawing''': Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt. Unlike other types of filth, however, it does not have any effect on [[beauty]].&lt;br /&gt;
&lt;br /&gt;
* '''Lessons''': Requires an awake adult that is capable of teaching. The child will sit at a [[school desk]]. A capable adult can be prioritized to teach the child on a currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard]]s near the school desks at which the lesson takes place. It also trains the adult's Social skill. &lt;br /&gt;
** Teaching lessons improves the child's opinion of the adult, for {{+|8}} ''Taught me a skill''. The adult will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.&lt;br /&gt;
&lt;br /&gt;
* '''Nature running''': Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge. Children can ignore [[allowed area]]s while &amp;quot;running&amp;quot;, but will quickly go back.&lt;br /&gt;
&lt;br /&gt;
* '''Radio talking''': Chat with people over the radio, which requires a powered [[comms console]]. Children will stop radio talking if the comms console is used for other purposes, such as trading with a trade ship or contacting another faction.&lt;br /&gt;
&lt;br /&gt;
* '''Sky dreaming''': Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
&lt;br /&gt;
* '''Work watching''': Children that are work watching will follow an adult, who does standard work, and slowly gain the corresponding skill (e.g. Plants when watching plant work).  Children will only watch work types that use a skill they can use themselves (e.g. children under 7 will only watch Social work, such as childcare and wardening; they ''do'' watch wardening even though they can't perform it until age 10). Children gain skill even when watching the unskilled parts of skilled work (e.g. they gain Crafting skill when watching stonecutting and Medical skill when watching a doctor feed patients).&lt;br /&gt;
&lt;br /&gt;
* '''Reading''': Children can read books to fulfill their learning need.&lt;br /&gt;
&lt;br /&gt;
=== Growth score ===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. Growth points are not gained when the Learning need is frozen, such as in a [[growth vat]] or [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards. A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed.&lt;br /&gt;
&lt;br /&gt;
Growth point gain is directly proportional to the time spent between growth moments, so that average Learning for each growth tier remains constant. Under the default settings, children from 3-7 gain up to 3 growth points per day, and children from 7-10 and 10-13 gain 4 growth points per day. Changing the child aging rate in storyteller settings adjusts the growth point gain accordingly. Changes to [[Global Learning Factor]], such as [[Fast learner]], have no impact on growth points or the Learning need.&lt;br /&gt;
&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Disapproved'' increases Learning gain by 20%.  It doesn't directly improve growth point gain, but makes it easier to keep the Learning need high.&lt;br /&gt;
&lt;br /&gt;
Note that the displayed growth points are always rounded down to avoid confusion regarding thresholds.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
{{Stub|section=1|reason= How do work restrictions affect skill and/or trait selections - [[Version/1.4.3525]] implies that work restrictions do prevent it, because they had to make an exception for temp restrictions.}}&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that informs the player what work types the child is now capable of doing and the player to pick additional traits and passions. The number of skills and traits available to choose from increases according to the Growth tier reached by that growth moment (see above table). What skills are chosen is completely random; a child can gain a passion in a skill they otherwise would not have any passion in due to [[Genes#Aptitudes|Aptitude Genes]]. Working one type of work over another or what learning types are used to fill the Learning bar have no effect. Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion.&lt;br /&gt;
&lt;br /&gt;
Only one trait can be selected per Growth moment. Traits that are mutually exclusive with previously selected traits or Genes will not appear on future Growth moments. When at least three traits are available to be chosen from, there's a 35% chance that one of the available options will be &amp;quot;no trait&amp;quot;. This option can be selected if no trait is preferable to the traits offered.&lt;br /&gt;
&lt;br /&gt;
You may choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen. During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
! Age || Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
! Age || Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need. Because babies haven't learned anything yet, this &amp;quot;growth moment&amp;quot; does not come with traits or passions.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive up to 2 notifications. The first is &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines. &lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;. The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in. This seems to be chosen at random, and does not have to be the ideoligion of their relatives or friends. In addition, you'll have 12 hours to decide whenever to make the child a colonist or a slave, depending on their birth mother, they will be a colonist or slave by default, for prisoner births they will be a colonist due to having been adopted.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman/slave, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman/slave? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them. If you started as a [[New Tribe]], then children will gain the ''Natural'' [[meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 &amp;amp; 10 ====&lt;br /&gt;
Ages 7 and 10 are ordinary growth moments. Your child will gain a selection of passions and traits, with available choices corresponding to the [[#Development|Learning]] need. They will remain a child after either age threshold, but will gain access to more work types in the process.&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning. In addition, they finally lose their {{+|4}} ''Childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday. They also have a chance to gain a [[Traits#Asexual|sexuality trait]], separate from the growth moment trait choice (if they receive none, they will be considered heterosexual). Some kids get special changes upon turning 13. &lt;br /&gt;
&lt;br /&gt;
Children will receive the childhood [[background]] of Tribal Child or Colony Child, dependent on if you started as a [[New Tribe]] or as [[New Arrivals]]. Alternatively, they will receive Vatgrown Child if they spent enough time in a [[growth vat]] - this removes the Natural [[meditation|meditation focus]], if it was present. Their adult backstory will be set to Tribe Member or Colonist, respectively.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
Note. The melee hit chance multiplier is applied not to the hit chance itself, but to the bonuses and penalties imposed on it. That is, a 3-year-old child will have ~ 50% +-5% chance of hitting both having the maximum skill level + Go-juice, and having severe traumas that reduce work and vision to 0%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Aiming Time]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Melee Hit Chance]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Arrest Success Chance]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Global Work Speed]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Encouraged'' increases Global Work Speed by {{+|20%}} until 13.&lt;br /&gt;
&lt;br /&gt;
==== Move speed ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Market value ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Body size ====&lt;br /&gt;
{{Recode|section=1|reason= Graphs/Tables of values correlated to body size}}&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include health, [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.  Note that teenagers also have a 1.25 multiplier on maximum nutrition, which offsets the 0.8 multiplier from their reduced body size, resulting in the same nutrition capacity as an adult.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-8 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aging ===&lt;br /&gt;
{{Rewrite|section=1|reason=Ageless now stops at 18.5. Update ageless calc accordingly}}&lt;br /&gt;
Aging starts to linearly slow from biological age 11 to 20. Assuming that the adult aging rate is 100%, the deviation in biological age and chronological age is displayed in the below chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Child age over time&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart&lt;br /&gt;
|width = 300&lt;br /&gt;
|height = 300&lt;br /&gt;
|xAxisTitle = Biological age (years)&lt;br /&gt;
|yAxisTitle = Chronological age (years)&lt;br /&gt;
|legend = Child age rate&lt;br /&gt;
|type = line&lt;br /&gt;
|x =  0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y1 = 0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y2 = 0, 1.5   ,5.50, 6.01, 6.55, 7.14, 7.76, 8.42, 9.14, 9.93, 10.78, 11.73, 13.73&lt;br /&gt;
|y3 = 0, 1   ,3.66, 4.01, 4.38, 4.79, 5.24, 5.74, 6.30, 6.95, 7.70,  8.60,  10.60&lt;br /&gt;
|y4 = 0, 0.75,2.75, 3.01, 3.29, 3.61, 3.96, 4.36, 4.82, 5.37, 6.03,  6.89,  8.89&lt;br /&gt;
|y5 = 0, 0.60,2.20, 2.40, 2.64, 2.89, 3.18, 3.52, 3.91, 4.38, 4.98,  5.80,  7.80&lt;br /&gt;
|y6 = 0, 0.50,1.83, 2.00, 2.20, 2.41, 2.66, 2.95, 3.29, 3.70, 4.25,  5.03,  7.03&lt;br /&gt;
|y7 = 0, 0.15,0.55, 0.60, 0.65, 0.70, 0.75, 0.80, 0.85, 0.90&lt;br /&gt;
|y8 = 0, 0.15,0.43, 0.46, 0.50, 0.54, 0.57, 0.61, 0.65, 0.68&lt;br /&gt;
|y1Title = 100% (Real-time)&lt;br /&gt;
|y2Title = 200%&lt;br /&gt;
|y3Title = 300%&lt;br /&gt;
|y4Title = 400% (Default)&lt;br /&gt;
|y5Title = 500%&lt;br /&gt;
|y6Title = 600%&lt;br /&gt;
|y7Title = 2000% (Growth vat)&lt;br /&gt;
|y8Title = 2600% (Vat w/ precept)&lt;br /&gt;
|xGrid =&lt;br /&gt;
|yGrid =&lt;br /&gt;
|interpolate=monotone&lt;br /&gt;
|colors=#c8c8c8,#b4b4b4,#8c8c8c,#646464,#3c3c3c,#141414,#00aacc,#00ddff&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Increasing the growth rate lowers a pawn's chronological age at any given biological age. For example, at 200% aging, it takes ~10 years to reach age 18, and at 400% aging, it takes ~5.4 years (assuming 100% adult aging speed).&lt;br /&gt;
&lt;br /&gt;
A pawn with the [[Genes#Ageless|ageless]] [[gene]] will linearly age slower after 13, before coming to a complete halt at 18.  With this gene and the default rates, a pawn will take ~6.5 years (~390 days) between ages 13 and ''17'', then a further 20 years to reach age 17.999. They should never actually reach age 18, but due to round-off error, will likely reach it at some point. If reaching 18 is desired, then a growth vat can be used to ignore this gene.&lt;br /&gt;
&lt;br /&gt;
The fastest a pawn can age is in a growth vat from birth with the '''Growth vats: Essential''' [[Precepts#Growth vats|precept]]{{IdeologyIcon}}, where they reach adulthood in only ~40.5 days, after which they will age according to the set aging rate. Note that these values won't be accurate if a pawn has the ageless gene, spends time both in and out of growth vats, or the aging rates are altered in the storyteller settings mid-gameplay.&lt;br /&gt;
&lt;br /&gt;
== Wearable clothing ==&lt;br /&gt;
Being much smaller than adults, children can only wear a limited selection of clothing, mostly consisting of headwear:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Lifestage::~Child*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Babies have no [[ideoligion]] of their own, however when a baby becomes a child at age 3, an ideoligion is assigned to the child based on a weighted random selection. &lt;br /&gt;
&lt;br /&gt;
These weights are assigned to the ideoligions of the pawns that interact with the baby. For the purposes of this calculation, this is specifically:&lt;br /&gt;
* {{+|0.5}} for any social interaction.&lt;br /&gt;
* {{+|1.0}} for carrying the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for breastfeeding the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for feeding the baby [[baby food]] for one hour.&lt;br /&gt;
These interactions are remembered forever until the baby transitions into a child.&lt;br /&gt;
&lt;br /&gt;
As with all weighted selections, the more that pawns from a given ideoligion interact with the baby, the more likely the baby is to choose that ideoligion, however ultimately there is always a chance selects any ideoligion to which it was exposed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one &amp;quot;great&amp;quot; trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child. &lt;br /&gt;
&lt;br /&gt;
Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage on default Child Aging Rate settings. Children do not actually require much adult supervision to grow and learn. Set an [[allowed area]] so that they won't wander too far from your base, and children will develop to become a fairly powerful colonist. However, to reach the highest growth level of 8, you need to ensure that their average learning need is at least 90% (even while sleeping). As children will not start learning unless their learning need is already below 90%, this requires more careful management, especially for children under the age of 7.&lt;br /&gt;
&lt;br /&gt;
To fulfill their learning, you may need to:&lt;br /&gt;
* Build a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, allow the child outside, and get at least 1 book to cover all possible Learning types. In practice, you can skip out on 1-2 types, and still reach growth level 8, just hope that the types you skip don't come up together at the same time.&lt;br /&gt;
* Constantly monitor your child's learning need and their desired activities. Sometimes they will not start learning even though their need has dropped below 90%, you'll need to diagnose the problem before it cause them to miss the growth target.&lt;br /&gt;
* When the child is sleeping and their learning need drop below 90%, wake them up so that they can bring it up to 100% before sleeping again.&lt;br /&gt;
* Try not to interrupt the child before their learning need reach 100%, because they won't start learning again for a while.&lt;br /&gt;
* Work watching: children age 3-7 can only do work watching on social tasks, so consider ordering an adult to attempt to recruit a prisoner when a child need to work-watch.&lt;br /&gt;
* Lesson taking: children will not start learning unless there is an awake adult who is capable of teaching. Wake you teacher up when the child need to take lessons.&lt;br /&gt;
* Skydreaming: sometimes you need to draft the child and move them outside for them to start this activity&lt;br /&gt;
&lt;br /&gt;
Older children that join your colony will be comparatively worse off.&lt;br /&gt;
&lt;br /&gt;
===Baby stage===&lt;br /&gt;
As opposed to the proper child stage, the [[baby]] stage, which lasts for 45 days (3/4ths of a year), requires a notably higher amount of colonist labor. Feeding babies takes a surprisingly long time, especially if breastfed.  The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. On the plus side, feeding and playing with babies can be done by children as young as age 3.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty to parents. Babies don't learn, so this comes at no cost to a child's development.&lt;br /&gt;
&lt;br /&gt;
=== Vats ===&lt;br /&gt;
{{Main|Growth vat}}&lt;br /&gt;
[[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days -  while a pregnant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty.&lt;br /&gt;
&lt;br /&gt;
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies.&lt;br /&gt;
&lt;br /&gt;
[[Gene]] modding can make vatgrown children much more powerful. For example, the [[Genes#Great Shooting|Great Shooting]] gene provides 8 Shooting skill, added on top of the pawn's &amp;quot;true&amp;quot; skill level, and a passion. If planted immediately after birth, the extra passion will nearly triple the Shooting skill bonuses from the vat. This can provide late-game colonies with a functionally infinite supply of soldiers, ignoring the game's natural population curve, and limited only by food production (and possibly lag). &lt;br /&gt;
&lt;br /&gt;
Note that using vats to speed up the baby stage (0-3) and teen stage (13-18) does not penalize the pawn in any way. Babies don't learn or work, and speeding up this phase comes mostly at the cost of [[mood]]. Speeding up a teen to adulthood removes their work speed and body size penalties, though they could've done work in the meantime. However, teens in growth vats do not apply a mood penalty to their parents, as they are not &amp;quot;kids&amp;quot; anymore. Also note that unlike with [[cryptosleep]], colonists in vats have absolutely no penalty applied to them when they exit the vat. If you need them for an emergency (such as a dangerous incoming raid), they can be removed from the vat at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults.&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: Temporary work restrictions affect growth moment passion choices.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed &amp;quot;Tribal Child&amp;quot; not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Radiotalking doesn't adhere to child's allowed area.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. &lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Animals|#Children]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=154607</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=154607"/>
		<updated>2024-10-18T21:45:42Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = 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;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;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an Entity event when a colony has at least five [[colonist]]s and the Monolith is at at least level 1. Be warned: temporary pawns '''do''' count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=geneal -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for humans to hypnotize. &lt;br /&gt;
&lt;br /&gt;
Pawns that have been caught by a Revenant will be plagued by a condition called '''Revenant Hypnosis''', which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. The [[unnatural healing]] ability or a [[healer mech serum]] also can end the hypnosis. Revenant hypnosis is not limited only to the player's pawns, but is also capable of affecting prisoners, visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
Can be revealed by:&lt;br /&gt;
* Any damage, including by missed shots happening to hit the revenant.&lt;br /&gt;
* Fire damage.&lt;br /&gt;
* [[EMP]] damage.&lt;br /&gt;
* Disruptor flares {{Check Tag|Detail needed}}&lt;br /&gt;
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will dissolve and be replaced with a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be hauled like an item, carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]]. Note that a spine will eventually reform into revenant if not destroyed.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged during its attack, it'll drop a [[revenant flesh chunk]]. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will make the trail of claw marks longer. The second will provide an even longer claw mark trail but also provide a warning letter when a pawn is near the revenant. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually. The study progress and tracking benefits apply only to the revenant they dropped from. A revenant that reforms when captured maintains its signature and study progress. A revenant that reforms directly from a spine without the use of a containment spot reforms with a new biosignature.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.&lt;br /&gt;
&lt;br /&gt;
They have a [[Stagger Time Multiplier]] of {{Good|×0%}}, making them immune to stagger.&lt;br /&gt;
&lt;br /&gt;
Note that despite nominally having a melee attack, revenants never use it unless trying to break a wall and instead it either uses its hypnotise attack or runs away. notably if enclosed in a area with no door, the revenant will begin mining a wall shortly after attacking one.&lt;br /&gt;
&lt;br /&gt;
After a Revenant hypnotizes a pawn there will be a 1.8 to 3.2 day interval until the next attack. &lt;br /&gt;
&lt;br /&gt;
The visibility distance and hypnotize cast time are based on colonist count. The higher the colonist count the shorter the visibility range and faster hypnotize cast time.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
{{Recode|section=1|reason=}}&lt;br /&gt;
* The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
* Min containment strength 80&lt;br /&gt;
* Base escape interval: MTB 45 days.&lt;br /&gt;
* Studiable 120000&lt;br /&gt;
* Advanced &lt;br /&gt;
* 3 knowledge&lt;br /&gt;
* requires holding platform&lt;br /&gt;
* Requires monolith level 1 for study.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.  The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Because revenants always come alone, [[psycast]]ers{{RoyaltyIcon}} can trivialize attacks by spamming the [[Stun (psycast)|Stun]] and [[Skip]] psycasts to interrupt their hypnosis and prevent them from escaping.&lt;br /&gt;
&lt;br /&gt;
When hunting down an invisible revenant, the [[Beckon]] psycast{{RoyaltyIcon}} can be used to great effect in an attack upon the beast, halting a revenant's flight upon being revealed and calling them back to the psycaster, allowing your pawns to continue to damage and injure the revenant. Spamming Beckon can allow a much easier time hunting down a revenant, potentially allowing you to kill it after just one hunt before it can escape and hide once more.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=151600</id>
		<title>Mind-numb serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=151600"/>
		<updated>2024-09-24T15:28:02Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| description = A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.&lt;br /&gt;
| name = Mind-numb serum &lt;br /&gt;
| image = Mind-numb serum.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Serum&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = &lt;br /&gt;
| marketvalue = 80&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = &lt;br /&gt;
| joy kind = &lt;br /&gt;
| addictiveness = &lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 100&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Serum lab&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| research = Mind-numb serum&lt;br /&gt;
| work to make = 1320&lt;br /&gt;
| work speed stat = Drug Synthesis Speed &lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MindNumbSerum&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = medical&lt;br /&gt;
| is pleasure drug = &lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| page verified for version =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mind-numb serum is an item added by the [[Anomaly DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The mind-numb serum can be crafted at a [[Serum lab]] with 2 [[neutroamine]] 30 [[bioferrite]] once it has been researched. It can also occasionally be bought from traders. {{Check Tag|Detail Needed|Which Types?}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
When used, the mind-numb serum causes -5% [[consciousness]] and disables all [[thoughts]] for 2 days.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it.  The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums.  Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the [[pyrophobia]] gene,{{BiotechIcon}} so have your [[sanguophage]]s{{BiotechIcon}} dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as [[mechanoids]] or [[Savage impid tribe|Impids]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Serum]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Minimum_Comfortable_Temperature&amp;diff=151599</id>
		<title>Minimum Comfortable Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Minimum_Comfortable_Temperature&amp;diff=151599"/>
		<updated>2024-09-24T15:14:52Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= inhumanized}}&lt;br /&gt;
{{See also|Maximum Comfortable Temperature}}{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| max value = 2000&lt;br /&gt;
| min value = -2000&lt;br /&gt;
| effective minimum = -261.204 &amp;lt;!-- see below --&amp;gt;&lt;br /&gt;
| effective maximum = 16&lt;br /&gt;
| to string style = Temperature&lt;br /&gt;
| description = Below this [[temperature]], characters will be unhappy. {{Hover title|10&amp;amp;nbsp;°C (18&amp;amp;nbsp;°F)|Significantly}} below this temperature, they will develop [[hypothermia]] and [[frostbite]] and eventually [[Death|die]].&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} Lower minimum comfortable temperatures are better.&lt;br /&gt;
&lt;br /&gt;
== Base value == &lt;br /&gt;
The default base value for [[human]]s is {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. The collapsed table below shows the minimum and maximum temperatures of all pawns&lt;br /&gt;
Any unique temperature mechanics will be described on their individual pages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;c_08 table sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10em;&amp;quot;| Pawn &lt;br /&gt;
! style=&amp;quot;width:8em;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Minimum &lt;br /&gt;
! style=&amp;quot;width:7em;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Maximum &lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Min Comfortable Temperature::+]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ? # - = ?Pagename&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | ?Min Comfortable Temperature # = ?Min&lt;br /&gt;
 | ?Max Comfortable Temperature # = ?Max&lt;br /&gt;
 | ?Type = ?Type&lt;br /&gt;
 | ?Type2 = ?Type2&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Pawn Temperature Row&lt;br /&gt;
 | sort = Type, Type2, From DLC, name&lt;br /&gt;
 | limit = 500&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
: {{note|1|1}} Note: Despite having a minimum and maximum comfortable temperature defined, mechanoids are unaffected by temperature extremes.&lt;br /&gt;
: {{note|2|2}} Note: Unlike most pawns, insectoids do not experience hypothermia and death from low temperatures and instead experience hypothermic slowdown.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
There are three ways to decrease a pawns minimum comfortable temperature, [[Apparel]], [[Genes]]{{BiotechIcon}}, and the [[Inhumanized]]{{AnomalyIcon}} Hediff. Note that insulation from apparel and the Inhumanized Hediff do not affect whether a pawn receives the ''&amp;quot;Slept in the cold/heat&amp;quot;'' mood penalty, but the effects of genes do.  &lt;br /&gt;
&lt;br /&gt;
[[Apparel]] decreases minimum comfortable temperature by its [[Apparel#Insulation|Insulation - Cold]] which is modified by its quality, and if [[stuffable]] by the insulation factor of the material from which it is made. Apparel will never increase a pawns minimum comfortable temperature, so it is not necessary to remove clothing to make a pawn more comfortable. See [[Apparel#Insulation|Insulation]] for further details. &lt;br /&gt;
&lt;br /&gt;
There are 5 genes{{BiotechIcon}} that affect a pawns minimum comfortable temperature:&lt;br /&gt;
* [[Genes#Cold weakness|Cold weakness]] gene {{BiotechIcon}}: {{++|{{Temperature|5||delta}} }}&lt;br /&gt;
* [[Genes#Cold tolerant|Cold tolerant]] gene {{BiotechIcon}}: {{---|{{Temperature|10||delta}} }}&lt;br /&gt;
* [[Genes#Cold super-tolerant|Cold super-tolerant]] gene {{BiotechIcon}}: {{---|{{Temperature|20||delta}} }}&lt;br /&gt;
* [[Genes#Furskin|Furskin]] gene {{BiotechIcon}}: {{---|{{Temperature|10||delta}} }}&lt;br /&gt;
* [[Genes#Furry tail|Furry tail]] gene {{BiotechIcon}}: {{---|{{Temperature|10||delta}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Inhumanized]]{{AnomalyIcon}} Hediff is available only with the Anomaly DLC. Members of the [[Horax cult]] spawn with the Hediff already, and pawns from an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept can obtain it as well.&lt;br /&gt;
* [[Inhumanized]]{{AnomalyIcon}} {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The absolute lowest comfortable cold comes from these factors:&lt;br /&gt;
&lt;br /&gt;
* Default value for [[human]]s: '''{{Temperature|{{Q|Human|Min Comfortable Temperature}} }}'''&lt;br /&gt;
* [[Legendary]] [[guinea pig fur]] [[parka]]: {{Good|{{Temperature|-136.8||delta}} }}&lt;br /&gt;
* [[Legendary]] [[guinea pig fur]] [[tribalwear]]: {{Good|{{Temperature|-37.62||delta}} }}&lt;br /&gt;
* [[Legendary]] [[guinea pig fur]] [[tailcap]] {{IdeologyIcon}}: {{Good|{{Temperature|-34.2||delta}} }}&lt;br /&gt;
* [[Legendary]] [[guinea pig fur]] [[formal vest]] {{RoyaltyIcon}}: {{Good|{{Temperature|-27.36||delta}} }}&lt;br /&gt;
* [[Legendary]] [[megasloth wool]] [[face mask]] {{BiotechIcon}}: {{Good|{{Temperature|-1.224||delta}} }}&lt;br /&gt;
* [[Genes#Cold super-tolerant|Cold super-tolerant]] gene {{BiotechIcon}}: {{---|{{Temperature|20||delta}} }}&lt;br /&gt;
* [[Genes#Furskin|Furskin]] gene {{BiotechIcon}}: {{---|{{Temperature|10||delta}} }}&lt;br /&gt;
* [[Genes#Furry tail|Furry tail]] gene {{BiotechIcon}}: {{---|{{Temperature|10||delta}} }}&lt;br /&gt;
* [[Inhumanized]] {{AnomalyIcon}} {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
'''Total: {{Temperature|{{Q|Human|Min Comfortable Temperature}} - 136.8 - 37.62 - 34.2 - 27.36 - 1.224 - 20 - 10 - 10 - 16}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=151369</id>
		<title>Mind-numb serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=151369"/>
		<updated>2024-09-21T13:31:09Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| description = A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.&lt;br /&gt;
| name = Mind-numb serum &lt;br /&gt;
| image = Mind-numb serum.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Serum&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = &lt;br /&gt;
| marketvalue = 80&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = &lt;br /&gt;
| joy kind = &lt;br /&gt;
| addictiveness = &lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 100&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Serum lab&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| research = Mind-numb serum&lt;br /&gt;
| work to make = 1320&lt;br /&gt;
| work speed stat = Drug Synthesis Speed &lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MindNumbSerum&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = medical&lt;br /&gt;
| is pleasure drug = &lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| page verified for version =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mind-numb serum is an item added by the [[Anomaly DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The mind-numb serum can be crafted at a [[Serum lab]] with 2 [[neutroamine]] 30 [[bioferrite]] once it has been researched. It can also occasionally be bought from traders. {{Check Tag|Detail Needed|Which Types?}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
When used, the mind-numb serum causes -5% [[consciousness]] and disables all [[thoughts]] for 2 days.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it.  The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums.  Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the [[pyrophobia]] gene,{{BiotechIcon}} so have your [[sanguophage]]s{{BiotechIcon}} dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as [[mechanoids]] or [[Savage impid tribe|Impids]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a pawn takes Mind-Numb Serum, their Mood bar becomes &amp;quot;locked&amp;quot; at the level it was at. All Thoughts are nullified. This means that pawns with the [[Psychic harmonizer]] implant can take Mind-Numb Serum when their mood is at its highest to keep their mood bar set to its maximum for the duration of the Serum. This guarantees that the Harmonizer will always be outputting its maximum benefit until the Serum expires. Mind-Numb only lasts for two days, so it would not be feasible to keep a pawn with a Psychic harmonizer always on the Serum due to the cost, but this strategy still can be used to prevent a psychic harmonizer from making a difficult situation worse. Consider using mind-numb in concert with psychic harmonizers during psychic drones, psychic ship events, or Apocriton summons.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Serum]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Global_Learning_Factor&amp;diff=151176</id>
		<title>Global Learning Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Global_Learning_Factor&amp;diff=151176"/>
		<updated>2024-09-19T16:25:36Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Skills}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Global learning efficiency for all [[skills]].&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} Global learning factor is a direct multiplier on the experience gained for skills.&lt;br /&gt;
&lt;br /&gt;
To calculate this value, the game applies any factors to the sum of all offsets and the base 100%. As such, a pawn with the Slow Study gene and the Fast Learner trait has a Global Learning Factor of less than 100%.&lt;br /&gt;
&lt;br /&gt;
Global Learning Factor is only one part of skill XP growth, along with the [[Skills#Passion|Passion Multiplier]] and the base XP from a pawn's action.  The base XP is multiplied by both Global Learning Factor and the Passion Multiplier.  Because they are multiplicative, The Passion Multiplier has a more significant effect on the learning speed of a given skill than the Global Learning Speed does in most cases. Broadly speaking, pawns will even a minor passion and no learning bonuses will typically learn faster than ones that have no passion, even if the latter has positive traits effecting Global Learning Factor.&lt;br /&gt;
&lt;br /&gt;
The global learning factor does not affect the speed in which [[children]] fill their [[Children#Learning|Learning]] need. For that, see the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
These values act as offsets to Global Learning Factor. That is they are added to the base value of 100%. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Global Learning Factor of a pawn can be determined by first adding any Offsets to the base factor of 100%, then multiplying by any applicable Factors. as an example, let us determine the Global Learning Factor of a human pawn with the Fast Learner trait, a Learning assistant implant{{RoyaltyIcon}}, and the slow study gene{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
This pawn's Global Learning Factor would be calculated as:&lt;br /&gt;
&lt;br /&gt;
[100%(base) + 75%(Fast Learner) + 20%(Learning assistant)] * 50% = 97.5%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that Global Learning factor will always be multiplied by the pawn's Passion Multiplier to achieve their real learning speed. The chart below shows how Global Learning Factor interacts with Passions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=151175</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=151175"/>
		<updated>2024-09-19T13:59:22Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Experience multiplier table */&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;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every pawn in RimWorld has a set of '''skills''' which govern their speed and success in the various types of [[work]]. &lt;br /&gt;
&lt;br /&gt;
Performing certain jobs will award '''experience points''' (XP) towards improving a pawn's skill, reflected by their skill '''level'''. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane.&lt;br /&gt;
Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, which is represented by &amp;quot; -- &amp;quot; dashes in place of the level number. &lt;br /&gt;
&lt;br /&gt;
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products. &lt;br /&gt;
&lt;br /&gt;
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled 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 management tactics can be employed to more effectively or specifically 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;
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).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. 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 colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. 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;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[Children#Growth moments|growth moments]] and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain and +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: &lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases Global Learning Factor +75%, while also inflicting a penalty to [[mental break threshold]].&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. 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. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&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. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&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;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&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;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points&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;
{{For|a list of skills that animals can learn|Animals#Training}}&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;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&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;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&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;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&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 {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &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;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|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;
Medical skill 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;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their 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;
{{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;
{{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;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&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;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&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;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Moving&amp;diff=151174</id>
		<title>Moving</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Moving&amp;diff=151174"/>
		<updated>2024-09-18T17:45:44Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{About|the capacity that controls a number of stats|the rate at which a pawn moves|Move Speed}}&lt;br /&gt;
{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How well a character can move around. Directly affected by consciousness.&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;Any time a pawn's moving is reduced to below 16%, they become [[downed|incapacitated]] and can no longer do anything. They can be rescued or captured at this point. An injured pawn may eventually recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.&lt;br /&gt;
&lt;br /&gt;
Moving is related to [[move speed]], but not equivalent. Some factors, like [[armor]] and the [[jogger]] trait, impact move speed, but not the &amp;quot;Moving&amp;quot; capacity itself.&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
{{#ask: [[Moving Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Moving Importance# = Weight&lt;br /&gt;
| ?Moving Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
| order = desc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
Pawns need a ''moving'' capacity of above 15% in order to move. At 15% or below, the pawn is [[downed]]. &lt;br /&gt;
&lt;br /&gt;
=== Base factors ===&lt;br /&gt;
The following factors affect ''moving'':&lt;br /&gt;
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::1|100%]] Max.&lt;br /&gt;
* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::-|No]] Max (effectively {{%|{{Q|Blood Pumping|Effective Maximum}} }}).&lt;br /&gt;
* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::-|No]] Max (effectively {{%|{{Q|Breathing|Effective Maximum}} }}).&lt;br /&gt;
* Leg  part efficiency: 100% importance, no allowed defect. No Max (effectively 150%).&lt;br /&gt;
** Whole leg: 50% importance for each leg, no allowed defect. No Max (effectively 150%).&lt;br /&gt;
*** [[Peg leg]]: 60% part efficiency resulting in {{--|20%}} Moving.&lt;br /&gt;
*** [[Prosthetic leg]]: 85% part efficiency resulting in {{--|7.5%}} Moving.&lt;br /&gt;
*** [[Bionic leg]]: 125% part efficiency resulting in {{+|12.5%}} Moving.&lt;br /&gt;
*** [[Archotech leg]]: 150% part efficiency resulting in {{+|25%}} Moving.&lt;br /&gt;
** Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
** Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
** Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
*** [[Wooden foot]]: 80% part efficiency resulting in {{--|10%}} Moving.&lt;br /&gt;
** Toes part efficiency: Every toe missing results in {{--|4%}} Moving. No Max (effectively 100%).&lt;br /&gt;
** Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
** Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
{{Moving Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets affect ''moving''. They are applied after the base factors.&lt;br /&gt;
* Alcohol ([[Beer]]) high&lt;br /&gt;
** Tipsy: {{--|5%}}&lt;br /&gt;
** Drunk and Hammered: {{--|10%}}&lt;br /&gt;
** Withdrawal: {{--|30%}}&lt;br /&gt;
* [[Go-juice]]&lt;br /&gt;
** High: {{+|50%}}&lt;br /&gt;
** Withdrawal: {{--|50%}}&lt;br /&gt;
* [[Luciferium]] high: {{+|5%}}&lt;br /&gt;
* [[Yayo]] high: {{+|15%}}&lt;br /&gt;
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}&lt;br /&gt;
*  [[Smokeleaf]]&lt;br /&gt;
** High: {{--|10%}}&lt;br /&gt;
** Withdrawal: {{--|15%}}&lt;br /&gt;
* [[Wake-up]]&lt;br /&gt;
** High: {{+|10%}}&lt;br /&gt;
** Withdrawal: {{--|20%}}&lt;br /&gt;
* [[Anesthetic]]&lt;br /&gt;
** Wearing off: {{--|5%}}&lt;br /&gt;
** Woozy: {{--|20%}}&lt;br /&gt;
* [[Pregnancy]]&lt;br /&gt;
** Middle-stage: {{--|15%}}&lt;br /&gt;
** Late-stage: {{--|30%}}&lt;br /&gt;
* [[Heatstroke]]&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Serious: {{--|30%}}&lt;br /&gt;
* [[Hypothermia]]&lt;br /&gt;
** Minor: {{--|10%}}&lt;br /&gt;
** Serious: {{--|30%}}&lt;br /&gt;
* [[Hypothermic slowdown]]&lt;br /&gt;
** Minor: {{--|8%}}&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Serious: {{--|40%}}&lt;br /&gt;
* [[Bad back]]: {{--|30%}}&lt;br /&gt;
* [[Frail]]: {{--|30%}}&lt;br /&gt;
* [[Muscle parasites]]: {{--|30%}}&lt;br /&gt;
* [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
* [[Cirrhosis]]: {{--|10%}}&lt;br /&gt;
* [[Power claw]]: {{--|8%}}&lt;br /&gt;
* [[Persona_weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}&lt;br /&gt;
&lt;br /&gt;
=== Post factors ===&lt;br /&gt;
The following factors affect ''moving''. They are applied after the offsets.&lt;br /&gt;
* [[Toughskin gland]]: '''x95%'''&lt;br /&gt;
* [[Armorskin gland]]: '''x90%'''&lt;br /&gt;
* [[Stoneskin gland]]: '''x85%'''&lt;br /&gt;
* [[Cryptosleep sickness]]: '''x90%'''&lt;br /&gt;
* [[Food poisoning]]&lt;br /&gt;
** Recovering and Initial: '''x80%'''&lt;br /&gt;
** Major: '''x50%'''&lt;br /&gt;
* [[Resurrection sickness]]: '''x10%'''&lt;br /&gt;
* [[Psycasts#Focus|Focus]] psycast: '''x130%'''&lt;br /&gt;
* [[Psycasts#Burden|Burden]] psycast: '''Max: 40%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
Let us calculate the highest value possible. The moving capacity can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Moving''' = ({IF Consciousness &amp;lt; 100 THEN Consciousness ELSE 1} × [1 + (Blood Pumping - 1) × 0.2] × [1 + (Breathing - 1) × 0.2] × Leg efficiency + Offsets) × Post factors &lt;br /&gt;
&lt;br /&gt;
Leg efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all toes must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.&lt;br /&gt;
&lt;br /&gt;
 '''Leg efficiency''' = (Left leg × 0.5 + Right leg × 0.5) × (Left tibia × 0.5 + Right tibia × 0.5) × (Left femur × 0.5 + Right femur × 0.5) × (Left foot × 0.5 + Right foot × 0.5) × (Toes × 0.04 + 0.6) × Pelvis × Spine&lt;br /&gt;
&lt;br /&gt;
In this particular case the values would be the following:&lt;br /&gt;
&lt;br /&gt;
* [[Consciousness]]: '''140%''' (has no effect due to the max of 100%)&lt;br /&gt;
* [[Blood Pumping]]: '''{{%|{{Q|Blood Pumping|Effective Maximum}} }}''' (''see [[Blood Pumping]]'')&lt;br /&gt;
* [[Breathing]]: '''{{%|{{Q|Breathing|Effective Maximum}} }}''' (''see [[breathing]]'')&lt;br /&gt;
* Leg efficiency&lt;br /&gt;
** Left leg: '''150%''' ([[Archotech leg]])&lt;br /&gt;
** Right leg: '''150%''' ([[Archotech leg]])&lt;br /&gt;
* Offsets (total {{+|145%}}):&lt;br /&gt;
** [[Go-juice]] high: {{+|50%}}&lt;br /&gt;
** [[Luciferium]] high: {{+|5%}}&lt;br /&gt;
** [[Yayo]] high: {{+|15%}}&lt;br /&gt;
** [[Wake-up]] high: {{+|10%}}&lt;br /&gt;
** [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
** [[Persona weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}&lt;br /&gt;
* Post factors: '''130%'''&lt;br /&gt;
** [[Psycasts#Focus|Focus]] psycast: '''x130%'''&lt;br /&gt;
&lt;br /&gt;
First of all we can calculate the leg efficiency:&lt;br /&gt;
&lt;br /&gt;
 '''Leg efficiency''' = Left leg × 0.5 + Right leg × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = '''150%'''&lt;br /&gt;
&lt;br /&gt;
We can therefore calculate the Moving capacity:&lt;br /&gt;
&lt;br /&gt;
 '''Moving''' = ({1} × [1 + (1.9 - 1) × 0.2] × [1 + (1.2 - 1) × 0.2] × 1.5 + 1.45) * 1.3&lt;br /&gt;
 &lt;br /&gt;
 '''Moving''' = (1 × [1.18] × [1.02] × 1.5 + 1.45) × 1.3 = 427.804% ≈ '''[[Effective Maximum::4.28|428%]]'''&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
[[Category:Capacity]]&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=151171</id>
		<title>Move Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=151171"/>
		<updated>2024-09-18T21:23:23Z</updated>

		<summary type="html">&lt;p&gt;ZeeHedgehog: /* Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.3.3387}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| description = Speed of movement in cells per second (c/s).&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Jogger]]: {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast walker]]: {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slowpoke]]: {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
* '''Artificial body parts'''&lt;br /&gt;
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}&lt;br /&gt;
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Hediffs'''&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, increases the longer a pawn is in the field. caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Naked speed]]:{{BiotechIcon}} &lt;br /&gt;
*** Unclothed: {{+|0.1 {{CS}}}}&lt;br /&gt;
*** Clothed: {{--|0.2 {{CS}}}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).&lt;br /&gt;
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.&lt;br /&gt;
** '''[[Genes#Mild_UV_sensitivity|Mild UV sensitivity]]''':{{BiotechIcon}} x90% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Genes#Intense_UV_sensitivity|Intense UV sensitivity]]''':{{BiotechIcon}} x80% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of x120%.&lt;br /&gt;
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''&lt;br /&gt;
* '''[[Light]]''': scaling linearly from '''×80%''' at 0% light to '''×100%''' at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
==== [[Weather]] ====&lt;br /&gt;
* Rain and Foggy rain: '''×90%'''&lt;br /&gt;
* Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
==== Path cost ====&lt;br /&gt;
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:&lt;br /&gt;
&lt;br /&gt;
 move speed factor = 1 / (1 + path cost * 0.077)&lt;br /&gt;
&lt;br /&gt;
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.&lt;br /&gt;
&lt;br /&gt;
Below is a selection of some common values. Minified things have a path cost of 14.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Path cost !! Move speed factor !! Examples (random)&lt;br /&gt;
|-&lt;br /&gt;
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
===== Flooring and terrain =====&lt;br /&gt;
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.&lt;br /&gt;
&lt;br /&gt;
* '''[[Floor]]ing''':&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
:{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Floor !! Move Speed Factor&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Move Speed Factor::!1]]&lt;br /&gt;
| ?Move Speed Factor&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Other '''[[terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×24%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil: '''×87%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offsets:&lt;br /&gt;
** [[Jogger]] trait: {{+|0.4 c/s}}&lt;br /&gt;
** [[Genes#Very fast runner|Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Genes#Naked speed|Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')&amp;lt;ref&amp;gt;Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. &amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4)*4.28*1.2*1.48*1.4 round2}} c/s'''&lt;br /&gt;
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== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
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{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>ZeeHedgehog</name></author>
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