Difference between revisions of "User:JuliaCat/test"
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== Stat Categories == | == Stat Categories == | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | {| id="Stat | + | {| id="Stat Categories" {{STDT|sortable}} |
− | ! | + | ! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of Stats !! Source |
<!-- Core StatCategories --> | <!-- Core StatCategories --> | ||
<!--================ General ================--> | <!--================ General ================--> | ||
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| 10 | | 10 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 9 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsImportant | | BasicsImportant | ||
Line 373: | Line 375: | ||
| 1 | | 1 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 3 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsPawnImportant | | BasicsPawnImportant | ||
Line 378: | Line 382: | ||
| 2 | | 2 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsNonPawnImportant | | BasicsNonPawnImportant | ||
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| 2 | | 2 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 4 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsPawn | | BasicsPawn | ||
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| 11 | | 11 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 38 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsNonPawn | | BasicsNonPawn | ||
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| 12 | | 12 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 11 | ||
+ | | Core - General | ||
|- | |- | ||
| AnimalProductivity | | AnimalProductivity | ||
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| 13 | | 13 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
|- | |- | ||
| Source | | Source | ||
Line 403: | Line 417: | ||
| 999 | | 999 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
<!--================ Non-pawn ================--> | <!--================ Non-pawn ================--> | ||
|- | |- | ||
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| 30 | | 30 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 13 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Implant | | Implant | ||
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| 30 | | 30 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Weapon | | Weapon | ||
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| 40 | | 40 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Weapon_Ranged | | Weapon_Ranged | ||
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| 44 | | 44 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 6 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Weapon_Melee | | Weapon_Melee | ||
Line 429: | Line 453: | ||
| 48 | | 48 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 3 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Building | | Building | ||
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| 50 | | 50 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 19 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Ability | | Ability | ||
Line 439: | Line 467: | ||
| 60 | | 60 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 9 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Drug | | Drug | ||
Line 444: | Line 474: | ||
| 30 | | 30 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| DrugAddiction | | DrugAddiction | ||
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| 110 | | 110 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Terrain | | Terrain | ||
Line 454: | Line 488: | ||
| 13 | | 13 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Core - Non-pawn | ||
<!--=============== Virtual categories ==============--> | <!--=============== Virtual categories ==============--> | ||
|- | |- | ||
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| 70 | | 70 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| StuffStatFactors | | StuffStatFactors | ||
Line 465: | Line 503: | ||
| 74 | | 74 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 8 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| StuffStatOffsets | | StuffStatOffsets | ||
Line 470: | Line 510: | ||
| 77 | | 77 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| StuffOfEquipmentStatFactors | | StuffOfEquipmentStatFactors | ||
Line 475: | Line 517: | ||
| 80 | | 80 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| Surgery | | Surgery | ||
Line 480: | Line 524: | ||
| 90 | | 90 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| CapacityEffects | | CapacityEffects | ||
Line 485: | Line 531: | ||
| 100 | | 100 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
<!--================ Pawn ================--> | <!--================ Pawn ================--> | ||
|- | |- | ||
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| 110 | | 110 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 31 | ||
+ | | Core - Pawn | ||
|- | |- | ||
| PawnSocial | | PawnSocial | ||
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| 120 | | 120 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 13 | ||
+ | | Core - Pawn | ||
|- | |- | ||
| PawnMisc | | PawnMisc | ||
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| 130 | | 130 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Core - Pawn | ||
|- | |- | ||
| PawnWork | | PawnWork | ||
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| 140 | | 140 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 36 | ||
+ | | Core - Pawn | ||
<!--================ Misc ================--> | <!--================ Misc ================--> | ||
|- | |- | ||
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| 13 | | 13 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 2 | ||
+ | | Core - Misc | ||
|- | |- | ||
| Genetics | | Genetics | ||
Line 517: | Line 575: | ||
| 200 | | 200 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Misc | ||
|- | |- | ||
| Mechanoid | | Mechanoid | ||
Line 522: | Line 582: | ||
| 13 | | 13 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 6 | ||
+ | | Core - Misc | ||
<!-- Biotech StatCategories --> | <!-- Biotech StatCategories --> | ||
|- | |- | ||
Line 528: | Line 590: | ||
| 105 | | 105 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 9 | ||
+ | | Biotech | ||
<!-- Anomaly Stats_PsychicRituals --> | <!-- Anomaly Stats_PsychicRituals --> | ||
|- | |- | ||
Line 534: | Line 598: | ||
| 500 | | 500 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Anomaly | ||
<!-- Anomaly Stats_Containment --> | <!-- Anomaly Stats_Containment --> | ||
|- | |- | ||
Line 540: | Line 606: | ||
| 600 | | 600 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 3 | ||
+ | | Anomaly | ||
<!-- Anomaly Stats_Serum --> | <!-- Anomaly Stats_Serum --> | ||
|- | |- | ||
Line 546: | Line 614: | ||
| 700 | | 700 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Anomaly | ||
|} | |} | ||
</div> | </div> | ||
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<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
+ | |||
== Stat Bases == | == Stat Bases == | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> |
Revision as of 00:59, 6 September 2024
Merged Stat Subpages
DefName Label Label For Full Stat List Offset Label |
Description | Category | Parameters | Complex Parameters |
Display Priority In Category |
---|---|---|---|---|---|
|
The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
|
|
- | 99997 |
|
The physical mass of an object. |
|
|
|
1500 |
|
The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
|
|
StatParts:
|
2510 |
|
- |
|
|
StatParts:
|
2510 |
|
A multiplier on the price at which you can sell items. |
|
|
- | 2509 |
|
The amount of honor your trader will earn for giving this to a tribute collector. |
|
- | 2508 | |
|
How easily an object catches fire and how quickly a fire will grow as it burns. |
|
|
- | 3000 |
|
The base amount of work it takes to make an item, once all materials are gathered. |
|
|
- | 3100 |
|
The rate at which this item deteriorates when left outside, in average hit points per day. Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water. |
|
|
|
2500 |
|
How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty. |
|
|
|
3000 |
|
How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty. |
|
|
|
3000 |
|
How much an object contributes to an area's cleanliness score. |
|
|
- | 3000 |
|
How comfortable an object is to sit or lay on. Using comfortable objects fulfills a character's need for comfort. |
|
|
|
3000 |
|
How nutritious this food is. |
|
|
|
3000 |
|
The chance this food will cause food poisoning. |
|
|
|
4000 |
|
Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. |
|
|
- | 4000
|
|
How effective this is when used to tend wounds and diseases, or do surgery. Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery. Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck. |
|
|
- | 4000 |
|
The maximum quality of medical tending that can be achieved while using this. Better tend quality allows skilled doctors to treat wounds better, as well as more reliably. |
|
|
- | 4010 |
|
The speed at which buildings made of this are constructed is multiplied by this value. Some materials, like stone, are slow to build from, while others, like wood, are fast. |
|
|
- | 2500 |
|
The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain. For some objects, this number can change depending on the surroundings and the person doing the meditating. |
|
- | 4010 | |
|
An offset applied to the user's psychic sensitivity. |
|
|
|
3500 |
|
A factor applied to the user's psychic sensitivity. |
|
|
- | 3500 |
|
An offset applied to the user's neural heat limit. |
|
|
3525 | |
|
An offset applied to the user's neural heat recovery rate. |
|
|
3550 | |
|
How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. |
|
|
- | - |
|
A multiplier on how long it takes to clean filth from this surface. |
|
|
- | -
|
|
- |
|
|
- | 1 |
|
- |
|
|
- | 2 |
|
- |
|
|
- | 3 |
|
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
100 |
|
The protection given against blunt damage like fists, club impacts and rock falls.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
99 |
|
The protection given against temperature-related damage like burns.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
98 |
|
How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
|
|
StatParts:
|
90 |
|
How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
|
|
StatParts:
|
89 |
|
The maximum energy a shield can have at one time. More energy absorbs more damage. |
|
|
|
70 |
|
The rate at which a shield gains energy as long as it is not broken. |
|
|
|
69 |
|
The area affected when this pack detonates. |
|
|
|
60 |
|
The time it takes to equip and unequip this item. |
|
|
- | 50
|
|
The weapon's accuracy at a distance of 3 cells or less. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5110 |
|
The weapon's accuracy at a distance of 12 cells. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5109 |
|
The weapon's accuracy at a distance of 25 cells. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5108 |
|
The weapon's accuracy at a distance of 40 cells or more. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5107 |
|
How long it takes to recover after firing this weapon. |
|
|
- | 5106 |
|
A damage multiplier applied to projectiles fired from this weapon. |
|
|
|
5105
|
|
Average damage dealt per second in melee combat, if all attacks hit. |
|
|
- | 5010 |
|
Average armor penetration in melee combat. |
|
|
- | 5009 |
|
A damage multiplier applied to melee combat. |
|
|
|
5008 |
|
A multiplier on attack delay for weapons made of this material. |
|
|
- | 4504 |
|
A multiplier on damage from sharp-type attacks for weapons made of this material. |
|
|
- | 4505 |
|
A multiplier on damage from blunt-type attacks for weapons made of this material. |
|
|
- | 4506
|
|
The base amount of work it takes to build a structure, once all materials are gathered. The work required to deconstruct the structure is also based on this. |
|
|
- | 3101 |
|
The speed at which the door opens when unpowered. Slow doors will slow down everyone who uses them. |
|
|
- | 3102 |
|
How fast people sleeping on this gain rest. |
|
|
|
4000 |
|
How much damage this trap does on average per hit. Each trap hits multiple times. The actual damage in any instance will vary randomly. |
|
|
- | 5001 |
|
The likelihood that the trap will spring when an unaware creature passes over it. |
|
|
- | 5000 |
|
The speed at which people do research is multiplied by this value. |
|
|
|
1000 |
|
Medical tend quality is offset by this value. |
|
|
- | 2000 |
|
Immunity gain speed is multiplied by this value. |
|
|
- | 4000 |
|
The maximum power that this generator can output in ideal conditions. |
|
|
- | 1000 |
|
Work speed is multiplied by this value. |
|
|
|
3000 |
|
Work efficiency is multiplied by this value. |
|
|
- | 3000 |
|
How effectively this item entertains people and fulfills the need for recreation. |
|
|
|
4010 |
|
A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used. |
|
|
|
4100 |
|
Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase. |
|
|
|
4200
|
|
The minimum psylink level required to use this ability. |
|
|
1005 | |
|
How long it takes to perform this ability. |
|
|
1004 | |
|
How much neural heat will be added as a result of performing this ability. |
|
|
1003 | |
|
How much psyfocus must be spent to perform this ability. |
|
|
1002 | |
|
The maximum distance to a target of this ability, or to the center of the target location. |
|
|
- | 1001 |
|
How long the effects of this ability last. |
|
|
- | 999 |
|
The radius of the area of effect of this ability. |
|
|
- | 998 |
|
How casting this ability on someone will impact relations with their faction. |
|
|
- | 997 |
|
The likelihood of this psychic power being detected when it is used. Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences. |
|
|
|
996
|
|
Armor against sharp damage like bullets, knife stabs, and animal bites. |
|
|
- | 4510 |
|
Armor against blunt damage like club impacts, rock falls, and explosions. |
|
|
- | 4509 |
|
Armor against temperature-related damage like burns. |
|
|
- | 4508 |
|
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. |
|
|
- | 4507 |
|
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. |
|
|
- | 4506
|
|
Average damage per second in melee combat. This stat ignores target defenses like dodging and armor. |
|
|
- | 5100 |
|
A multiplier on the amount of melee damage inflicted by this person. |
|
|
5200 | |
|
A multiplier on the time this creature takes to recover after making a melee attack. |
|
|
- | 5201 |
|
Average armor penetration of all attacks in melee combat. This stat includes currently used weapon. |
|
|
- | 4100 |
|
Chance to hit a target in melee. The target can still dodge even if we would've hit. |
|
|
|
4100 |
|
Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
|
|
|
4100 |
|
A multiplier on the cooldown between bursts when using a ranged weapon. |
|
|
- | 1205 |
|
Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. |
|
|
|
4050 |
|
A multiplier on accuracy at a distance of 3 cells or less. |
|
|
- | 4049 |
|
A multiplier on accuracy at a distance of 12 cells. |
|
|
- | 4048 |
|
A multiplier on accuracy at a distance of 25 cells. |
|
|
- | 4047 |
|
A multiplier on accuracy at a distance of 40 cells or more. |
|
|
- | 4046 |
|
How long it takes to shoot after choosing a target. |
|
|
4040 | |
|
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. |
|
|
|
4060 |
|
Chance to spring a trap the character is unaware of. |
|
|
- | 4047 |
|
A multiplier on all incoming damage. |
|
|
- | 4048 |
|
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. |
|
|
- | 1200
|
|
How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. |
|
|
|
2600 |
|
How physically attractive this person is. This affects social interactions. |
|
|
- | 2000 |
|
How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. |
|
|
|
2000 |
|
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. |
|
|
|
2599 |
|
When this person sells non-medical drugs, prices are improved by this percentage. |
|
|
- | 2560 |
|
A multiplier on how much other people are affected by this person's social interactions. |
|
|
|
2000 |
|
The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. |
|
|
|
1901 |
|
The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on. |
|
|
|
1900 |
|
A multiplier on the chance to bond with an animal when interacting with it. |
|
|
- | 1890
|
|
Speed of movement in cells per second. |
|
|
|
2500 |
|
Speed of crawling in cells per second. |
|
|
|
2499 |
|
As long as someone's mood is below this level, they are in danger of having a mental break. The severity of the mental break will depend on how far below the threshold they are. |
|
|
- | 2000 |
|
More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. |
|
|
3500 | |
|
How well this creature resists toxic buildup. |
|
|
- | 3451 |
|
A multiplier on the learning rate for all skills. |
|
|
- | 3500 |
|
- | - |
|
- | - |
|
A multiplier on how quickly a creature rests while sleeping. |
|
|
|
2501 |
|
A multiplier on eating speed. |
|
|
|
1000 |
|
Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
|
|
|
2010 |
|
Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
|
|
|
2010 |
|
The speed at which this character gains immunity to diseases. If this is too slow, the character will die from a disease before developing immunity. |
|
|
|
2000 |
|
The multiplier applied to a person's injury healing rate. |
|
|
2201 | |
|
The amount of stuff this creature can carry in its hands, mouth, or other manipulators. This is separate from the ability to carry cargo on long cross-world trips. |
|
|
|
2203 |
|
The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
|
|
|
3552 |
|
The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
|
|
|
3551 |
|
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. |
|
|
|
1500 |
|
The pain level at which this creature is downed from pain. |
|
|
- | 2000 |
|
The amount of nutrition this person will automatically forage per day while traveling by caravan. |
|
|
|
1000 |
|
How much filth this creature produces. It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem. |
|
|
- | 2205 |
|
A multiplier on the learning rate for animals skill. |
|
|
- | 3500 |
|
The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans. |
|
|
- | 2203 |
|
The amount of nutrition needed to completely fill this creature's stomach.
|
|
|
|
2501 |
|
Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan. |
|
|
- | 2000 |
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. |
|
4010 | |||
|
The maximum amount of neural heat individual can tolerate safely. |
|
|
|
3500 |
|
The rate at which this person reduces neural heat. |
|
|
|
4000 |
|
How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. |
|
|
- | 3450 |
|
A multiplier on the speed that a person's sleep need falls. |
|
|
- | - |
|
This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. |
|
- | 2030 | |
|
A multiplier on the speed that a person's recreation need falls. |
|
|
- | -
|
|
A multiplier on a character's speed at doing any kind of work. |
|
|
|
5000 |
|
A speed at which this person mines away walls. |
|
|
|
4900 |
|
A speed at which this person uses a deep drill to extract underground resources. |
|
|
|
4901 |
|
The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills. |
|
|
|
4902 |
|
A multiplier on the speed at which this person smooths rough stone floors and walls. |
|
|
|
4500 |
|
How fast this person performs research and how quickly they can find things using scanning equipment. |
|
|
|
4500 |
|
The speed at which this person milks, shears, and otherwise gathers resources from animals. |
|
|
|
4501 |
|
The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product. |
|
|
|
4502 |
|
The speed at which this person sows and harvests plants. |
|
|
|
4550 |
|
The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
|
|
|
4551 |
|
The yield this person gets when harvesting drug crops. Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant. |
|
|
|
4552 |
|
This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack. |
|
|
|
4500 |
|
The speed at which this person constructs and repairs buildings. |
|
|
|
4602 |
|
The chance that this person will succeed in constructing something. Failing means wasting time and resources. |
|
|
|
4601 |
|
The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage. |
|
|
|
4600 |
|
A multiplier on how fast this cleans up filth from the ground. |
|
|
|
2500 |
|
A multiplier on how fast this person can read. |
|
|
|
4600
|
|
Speed at which the character tends to wounds and illnesses. |
|
|
|
4650 |
|
The base quality of tending given when tending wounds and illnesses. The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on. |
|
|
|
4651 |
|
The speed at which the character performs medical operations. |
|
|
|
4652 |
|
The base chance that a character will succeed when performing a medical operation. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation. |
|
|
|
4653
|
|
The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. |
|
|
|
4500 |
|
The speed at which this person carries out general labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting slag. This stat applies both to activities that involve no skill, as well as those where the skill affects the quality of the product instead of the speed of production. |
|
|
|
4999 |
|
How fast this character synthesizes complex chemical drugs. |
|
|
|
4511 |
|
The speed at which this person cooks meals. |
|
|
|
4541 |
|
The probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting. |
|
|
|
4542 |
|
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. |
|
|
|
4510 |
|
The speed at which this person butchers flesh creatures. |
|
|
|
4500 |
|
The speed at which this person can shred a mechanoid for resources. |
|
|
|
4500 |
|
The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
|
|
|
4520 |
|
The amount of materials yielded when this person shreds a dead mechanoid for resources. The actual amount is also related to the mechanoid's size. |
|
|
|
4520 |
Stat Graphs
Cooking Speed
- Post Process Curve:
- Points:
- (-20, 0.01)
- (0, 0.4)
- (20, 1.6)
- Points:
Market Value
Item Hit Points
- Parts:
- StatPart_Health:
- Curve:
- Points:
- (0.0, 0.0)
- (0.5, 0.1)
- (0.6, 0.5)
- (0.9, 1.0)
- Points:
- Curve:
- StatPart_Health:
Pawn Age
- Parts:
Surgery Success Chance Factor
- Parts:
- StatPart_Glow:
- Factor From Glow Curve:
- Points:
- (0,0.75)
- (0.50,1.00)
- Points:
- Factor From Glow Curve:
- StatPart_Glow:
Melee Hit Chance
Post Process Curve
- Post Process Curve:
- Points:
- (-20, 0.05)
- (-10, 0.10)
- (0.0, 0.50)
- (10, 0.80)
- (20, 0.90)
- (40, 0.96)
- (60, 0.98)
- Points:
Pawn Age
- Parts:
Melee Dodge Chance
- Post Process Curve:
- Points:
- (5, 0)
- (20, 0.30)
- (60, 0.50)
- Points:
Shooting Accuracy
- Post Process Curve:
- Points:
- (-20, 0.70)
- (-10, 0.80)
- (-6, 0.83)
- (-4, 0.85)
- (-2, 0.87)
- (0, 0.89)
- (2, 0.93)
- (4, 0.94)
- (6, 0.95)
- (8, 0.96)
- (10, 0.97)
- (12, 0.975)
- (14, 0.98)
- (16, 0.98333)
- (18, 0.98666)
- (20, 0.99)
- (22, 0.9925)
- (26, 0.995)
- (30, 0.9965)
- (40, 0.998)
- (60, 0.999)
- Points:
Aiming Time
- Parts:
Move Speed
- Parts:
- StatPart_Glow:
- Humanlike Only: true
- Factor From Glow Curve:
- Points:
- (0,0.80)
- (0.30,1.00)
- Points:
- StatPart_Glow:
Immunity Gain Speed
- Parts:
- StatPart_Age:
- Curve:
- Points:
- (0.65,1)
- (0.8,0.95)
- (1.0,0.9)
- (1.2,0.8)
- (1.5,0.5)
- Points:
- Curve:
- StatPart_Age:
Meat Amount
Malnutrition
- Parts:
- StatPart_Malnutrition:
- Curve:
- Points:
- (0, 1)
- (1, 0.4)
- Points:
- Curve:
- StatPart_Malnutrition:
Post Process Curve
- Post Process Curve:
- Points:
- (0,0)
- (5,14)
- (40,40)
- (100000,100000)
- Points:
Leather Amount
- Post Process Curve:
- Points:
- (0,0)
- (5,14)
- (40,40)
- (100000,100000)
- Points:
Arrest Success Chance
- Parts:
Global Work Speed
Light Level
- Parts:
- StatPart_Glow:
- Humanlike Only: true
- Factor From Glow Curve:
- Points:
- (0,0.80)
- (0.30,1.00)
- Points:
- StatPart_Glow:
- Ignore If Incapable Of Sight: true
- Ignore If Prefers Darkness: true
Pawn Age
Hunting Stealth
- Post Process Curve:
- Points:
- (0.0, 0.0)
- (0.1, 0.5)
- (0.2, 0.75)
- (0.5, 0.80)
- (1.0, 0.90)
- Points:
Reading Speed
Medical Tend Quality
- Post Process Curve:
- Points:
- (0, 0)
- (1.0, 1.0)
- (2.0, 1.5)
- (4.0, 2.0)
- Points:
Meditation Plant Growth Offset
- Parts:
- StatPart_ArtificialBuildingsNearbyOffset:
- Radius: 34.9
- Curve:
- Points:
- (0, 0.0)
- (5, -0.08)
- (10, -0.15)
- (50, -0.3)
- Points:
- StatPart_ArtificialBuildingsNearbyOffset:
Slave Suppression Fall Rate
- Parts:
Shooting Accuracy Multiplier (Child)
- Parts:
- StatPart_Age:
- Use Biological Years: true
- Humanlike Only: true
- Curve:
- Points:
- (4,0.95)
- (12,0.98)
- (13,1)
- Points:
- StatPart_Age:
Fertility
Male
- Parts:
- StatPart_FertilityByGenderAge:
- Male Fertility Age Factor:
- Points:
- (14, 0)
- (18, 1)
- (50, 1)
- (90, 0)
- Points:
- Male Fertility Age Factor:
- StatPart_FertilityByGenderAge:
Female
- Female Fertility Age Factor:
- Points:
- (14, 0)
- (20, 1)
- (28, 1)
- (35, 0.5)
- (40, 0.1)
- (45, 0.02)
- (50, 0)
- Points:
- Female Fertility Age Factor:
Stat Categories
Def Name | Label | Display Order |
Display All By Default |
# Of Stats | Source |
---|---|---|---|---|---|
Basics | Basics | 10 | true | 9 | Core - General |
BasicsImportant | Basics | 1 | true | 3 | Core - General |
BasicsPawnImportant | Basics | 2 | false | 0 | Core - General |
BasicsNonPawnImportant | Basics | 2 | false | 4 | Core - General |
BasicsPawn | Basics | 11 | false | 38 | Core - General |
BasicsNonPawn | Basics | 12 | false | 11 | Core - General |
AnimalProductivity | animal productivity | 13 | false | 0 | Core - General |
Source | content source | 999 | false | 0 | Core - General |
Apparel | Apparel | 30 | false | 13 | Core - Non-pawn |
Implant | Implant | 30 | false | 0 | Core - Non-pawn |
Weapon | Weapon | 40 | false | 0 | Core - Non-pawn |
Weapon_Ranged | Weapon (ranged) | 44 | false | 6 | Core - Non-pawn |
Weapon_Melee | Weapon (melee) | 48 | false | 3 | Core - Non-pawn |
Building | Building | 50 | false | 19 | Core - Non-pawn |
Ability | Ability | 60 | false | 9 | Core - Non-pawn |
Drug | Drug | 30 | false | 0 | Core - Non-pawn |
DrugAddiction | drug addiction | 110 | false | 0 | Core - Non-pawn |
Terrain | terrain | 13 | false | 2 | Core - Non-pawn |
EquippedStatOffsets | Offsets when equipped | 70 | false | 0 | Core - Virtual category |
StuffStatFactors | Multipliers when made of this | 74 | true | 8 | Core - Virtual category |
StuffStatOffsets | Offsets when made of this | 77 | true | 0 | Core - Virtual category |
StuffOfEquipmentStatFactors | Multipliers when equipment made of this | 80 | true | 0 | Core - Virtual category |
Surgery | Surgical | 90 | true | 0 | Core - Virtual category |
CapacityEffects | effects | 100 | true | 0 | Core - Virtual category |
PawnCombat | Combat | 110 | false | 31 | Core - Pawn |
PawnSocial | Social | 120 | false | 13 | Core - Pawn |
PawnMisc | Misc | 130 | false | 2 | Core - Pawn |
PawnWork | Work | 140 | false | 36 | Core - Pawn |
Meditation | Meditation | 13 | true | 2 | Core - Misc |
Genetics | Genetics | 200 | false | 0 | Core - Misc |
Mechanoid | Mechanoid | 13 | true | 6 | Core - Misc |
Mechanitor | Mechanitor | 105 | true | 9 | Biotech |
PsychicRituals | Psychic ritual | 500 | false | 2 | Anomaly |
Containment | Containment | 600 | false | 3 | Anomaly |
Serum | Serum | 700 | false | 0 | Anomaly |
Stat Bases
Name | Category | Parameters | Additional | Display Priority In Category |
---|---|---|---|---|
ButcherySpeedBase | PawnWork |
|
|
4500 |
ButcheryEfficiencyBase | PawnWork |
|
|
4520 |
ArmorRatingBase | Apparel |
|
StatParts:
|
- |
InsulationBase | Apparel |
|
StatParts:
|
- |
MarketValueBase | BasicsImportant |
|
StatParts:
|
2510 |
MeditationFocusBase | - | - | - | |
ShootingAccuracyFactorBase | PawnCombat |
|
- | - |
MechStatBase | Mechanoid |
|
- | - |
IntellectualSkillBase | PawnWork |
|
|
- |
AccuracyBase | Weapon_Ranged |
|
StatParts:
|
- |
DarknessCombat | PawnCombat |
|
- | - |
MechanitorStatBase | Mechanitor |
|
- | 2000 |
List of Stats by defName
- Ability_CastingTime
- Ability_DetectChancePerEntropy
- Ability_Duration
- Ability_EffectRadius
- Ability_EntropyGain
- Ability_GoodwillImpact
- Ability_PsyfocusCost
- Ability_Range
- Ability_RequiredPsylink
- AccuracyLong
- AccuracyMedium
- AccuracyShort
- AccuracyTouch
- ActivitySuppressionRate
- AimingDelayFactor
- AnimalGatherSpeed
- AnimalGatherYield
- AnimalProductsSellImprovement
- AnimalsLearningFactor
- ArmorRating_Blunt
- ArmorRating_Heat
- ArmorRating_Sharp
- ArrestSuccessChance
- AssemblySpeedFactor
- BabyPlayGainFactor
- BandwidthCost
- Beauty
- BeautyOutdoors
- BedHungerRateFactor
- BedRestEffectiveness
- BiosculpterOccupantSpeed
- BiosculpterPodSpeedFactor
- BirthRitualQualityOffset
- BluntDamageMultiplier
- BondAnimalChanceFactor
- ButcheryFleshEfficiency
- ButcheryFleshSpeed
- ButcheryMechanoidEfficiency
- ButcheryMechanoidSpeed
- CancerRate
- CaravanRidingSpeedFactor
- CarryingCapacity
- CertaintyLossFactor
- CleaningSpeed
- CleaningTimeFactor
- Cleanliness
- ColdContainmentBonus
- Comfort
- ComfyTemperatureMax
- ComfyTemperatureMin
- ConstructSuccessChance
- ConstructionSpeed
- ConstructionSpeedFactor
- ContainmentStrength
- ControlTakingTime
- ConversionPower
- CookSpeed
- CrawlSpeed
- DeepDrillingSpeed
- DeteriorationRate
- DoorOpenSpeed
- DrugCookingSpeed
- DrugHarvestYield
- DrugSellPriceImprovement
- DrugSynthesisSpeed
- EMPResistance
- EatingSpeed
- EnergyShieldEnergyMax
- EnergyShieldRechargeRate
- EntityStudyRate
- EquipDelay
- Fertility
- FilthMultiplier
- FilthRate
- FixBrokenDownBuildingSuccessChance
- Flammability
- FoodPoisonChance
- FoodPoisonChanceFixedHuman
- ForagedNutritionPerDay
- GeneralLaborSpeed
- GeneticComplexityIncrease
- GlobalLearningFactor
- GrowthVatOccupantSpeed
- HackingSpeed
- HemogenGainFactor
- HuntingStealth
- ImmunityGainSpeed
- ImmunityGainSpeedFactor
- IncomingDamageFactor
- InjuryHealingFactor
- Insulation_Cold
- Insulation_Heat
- JoyFallRateFactor
- JoyGainFactor
- JumpRange
- LearningRateFactor
- LeatherAmount
- LifespanFactor
- MarketValue
- MarketValueIgnoreHp
- Mass
- MaxHitPoints
- MaxInstallCount
- MaxNutrition
- MeatAmount
- MechBandwidth
- MechControlGroups
- MechEnergyLossPerHP
- MechEnergyUsageFactor
- MechFormingSpeed
- MechRemoteRepairDistance
- MechRemoteShieldDistance
- MechRemoteShieldEnergy
- MechRepairSpeed
- MedicalOperationSpeed
- MedicalPotency
- MedicalQualityMax
- MedicalSurgerySuccessChance
- MedicalTendQuality
- MedicalTendQualityOffset
- MedicalTendSpeed
- MeditationFocusGain
- MeditationFocusStrength
- MeditationPlantGrowthOffset
- MeleeArmorPenetration
- MeleeCooldownFactor
- MeleeDPS
- MeleeDamageFactor
- MeleeDodgeChance
- MeleeDodgeChanceIndoorsDarkOffset
- MeleeDodgeChanceIndoorsLitOffset
- MeleeDodgeChanceOutdoorsDarkOffset
- MeleeDodgeChanceOutdoorsLitOffset
- MeleeDoorDamageFactor
- MeleeHitChance
- MeleeHitChanceIndoorsDarkOffset
- MeleeHitChanceIndoorsLitOffset
- MeleeHitChanceOutdoorsDarkOffset
- MeleeHitChanceOutdoorsLitOffset
- MeleeWeapon_AverageArmorPenetration
- MeleeWeapon_AverageDPS
- MeleeWeapon_CooldownMultiplier
- MeleeWeapon_DamageMultiplier
- MentalBreakThreshold
- MinimumContainmentStrength
- MinimumHandlingSkill
- MiningSpeed
- MiningYield
- MortarMissRadiusFactor
- MoveSpeed
- NegotiationAbility
- Nutrition
- PackRadius
- PainShockThreshold
- PawnBeauty
- PawnTrapSpringChance
- PlantHarvestYield
- PlantWorkSpeed
- PowerPlantMaxPowerOuput
- PruningSpeed
- PsychicEntropyGain
- PsychicEntropyMax
- PsychicEntropyMaxOffset
- PsychicEntropyRecoveryRate
- PsychicEntropyRecoveryRateOffset
- PsychicRitualQuality
- PsychicRitualQualityOffset
- PsychicSensitivity
- PsychicSensitivityFactor
- PsychicSensitivityOffset
- RangedCooldownFactor
- RangedWeapon_Cooldown
- RangedWeapon_DamageMultiplier
- RawNutritionFactor
- ReadingSpeed
- ResearchSpeed
- ResearchSpeedFactor
- RestFallRateFactor
- RestRateMultiplier
- RoomReadingBonus
- RoyalFavorValue
- SellPriceFactor
- SharpDamageMultiplier
- ShootingAccuracyChildFactor
- ShootingAccuracyFactor_Long
- ShootingAccuracyFactor_Medium
- ShootingAccuracyFactor_Short
- ShootingAccuracyFactor_Touch
- ShootingAccuracyIndoorsDarkOffset
- ShootingAccuracyIndoorsLitOffset
- ShootingAccuracyOutdoorsDarkOffset
- ShootingAccuracyOutdoorsLitOffset
- ShootingAccuracyPawn
- ShootingAccuracyTurret
- SlaveSuppressionFallRate
- SlaveSuppressionOffset
- SmeltingSpeed
- SmoothingSpeed
- SocialIdeoSpreadFrequencyFactor
- SocialImpact
- StaggerDurationFactor
- StudyEfficiency
- StuffEffectMultiplierArmor
- StuffEffectMultiplierInsulation_Cold
- StuffEffectMultiplierInsulation_Heat
- StuffPower_Armor_Blunt
- StuffPower_Armor_Heat
- StuffPower_Armor_Sharp
- StuffPower_Insulation_Cold
- StuffPower_Insulation_Heat
- StyleDominance
- SubcoreEncodingSpeed
- SuppressionPower
- SurgerySuccessChanceFactor
- TameAnimalChance
- Terror
- TerrorSource
- ToxicEnvironmentResistance
- ToxicResistance
- TradePriceImprovement
- TrainAnimalChance
- TrapMeleeDamage
- TrapSpringChance
- WastepacksPerRecharge
- WorkSpeedGlobal
- WorkTableEfficiencyFactor
- WorkTableWorkSpeedFactor
- WorkToBuild
- WorkToMake
Stat Statistics
- 242 <StatDef
- 175 <StatDef>
- 35 <StatCategoryDef>
- 35 <displayOrder>
- 10 <displayAllByDefault>
- 265 <defName>
- 266 <label>
- 224 <description>
- 192 <category>
- 193 <displayPriorityInCategory>
Level 2
- 61 <parts>
- 39 <capacityFactors>
- 38 <skillNeedFactors>
- 20 <statFactors>
- 8 <postProcessCurve>
- 7 <skillNeedOffsets>
- 5 <capacityOffsets>
- 3 <postProcessStatFactors>
- 3 <showOnPawnKind>
Types
242 Total
- 35 Categories
- 207 Stats
Bases
- ButcherySpeedBase
- ButcheryEfficiencyBase
- ArmorRatingBase
- InsulationBase
- MarketValueBase
- MeditationFocusBase
- ShootingAccuracyFactorBase
- MechStatBase
- IntellectualSkillBase
- AccuracyBase
- DarknessCombat
- MechanitorStatBase
1 Non Base Parents
- Beauty
Classes
- 39 SkillNeed_BaseBonus
- 8 SkillNeed_Direct
Stat Parts
- 1 StatPart_AddedBodyPartsMass
- 9 StatPart_Age
- 1 StatPart_AgeOffset
- StatPart_ArtificialBuildingsNearbyOffset
- StatPart_BedStat
- StatPart_Biocoded
- StatPart_BiosculptingSpeedFactor
- StatPart_BlindPsychicSensitivityOffset
- StatPart_BodySize
- StatPart_ContentsBeauty
- StatPart_CorpseCasket
- StatPart_Deathresting
- StatPart_Difficulty_ButcherYield
- StatPart_EnvironmentalEffects
- StatPart_FertilityByGenderAge
- StatPart_FertilityByHediffs
- StatPart_Food
- StatPart_GearAndInventoryMass
- 6 StatPart_GearStatOffset
- 2 StatPart_Genes
- 3 StatPart_Glow
- 1 StatPart_GrowthVatSpeedFactor
- StatPart_HasRelic
- 1 StatPart_Health
- StatPart_Hyperlinks
- StatPart_IsCorpseFresh
- StatPart_IsFlesh
- StatPart_LifeStageMaxFood
- StatPart_Malnutrition
- StatPart_MaxChanceIfRotting
- StatPart_NaturalNotMissingBodyPartsCoverage
- StatPart_NearHarbingerTree
- StatPart_NotCarefullySlaughtered
- StatPart_NoxiousHaze
- 3 StatPart_Outdoors
- StatPart_OverseerStatOffset
- 1 StatPart_Pain
- StatPart_PlantGrowthNutritionFactor
- StatPart_PlayerFactionLeader
- StatPart_Pollution
- StatPart_Quality
- StatPart_Quality_Offset
- StatPart_ReloadMarketValue
- StatPart_Rest
- StatPart_Resting
- StatPart_RevenantSpeed
- StatPart_RoleConversionPower
- StatPart_RoomStat
- StatPart_ShamblerCorpse
- StatPart_ShamblerCrawling
- StatPart_SightPsychicSensitivityOffset
- StatPart_Slave
- 5 StatPart_Stuff
- StatPart_Terror
- StatPart_ToxicFallout
- StatPart_UnfinishedThingIngredientsMass
- StatPart_WeaponTraitsMarketValueOffset
- 1 StatPart_WildManOffset
- 1 StatPart_WorkTableOutdoors
- 2 StatPart_WorkTableTemperature
- 1 StatPart_WorkTableUnpowered
- 1 StatPart_WornByCorpse