Stat

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 Description
Accuracy (Close)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.
Accuracy (Long)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.
Accuracy (Medium)The weapon's accuracy at a distance of 25 cells.
An actual shot's chance to hit will also be affected by other factors.
Accuracy (Short)The weapon's accuracy at a distance of 12 cells.
An actual shot's chance to hit will also be affected by other factors.
Accuracy Factor (Close)A multiplier on accuracy at a distance of 3 cells or less.
Accuracy Factor (Long)A multiplier on accuracy at a distance of 40 cells or more.
Accuracy Factor (Medium)A multiplier on accuracy at a distance of 25 cells.
Accuracy Factor (Short)A multiplier on accuracy at a distance of 12 cells.
Activity Suppression SpeedThe speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
AddictivenessThe chance of addiction per dose of a drug.
Aiming TimeHow long it takes to shoot after choosing a target.
Always Hide
Animal Gather SpeedThe speed at which this person milks, shears, and otherwise gathers resources from animals.
Animal Gather YieldThe 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.
Animal Products Price ImprovementWhen this person sells meat, leather, or wool, prices are improved by this percentage.
Animals Learning FactorA multiplier on the learning rate for animals skill.
Anomaly Knowledge
Apply Factors If Negative
Armor - BluntThe 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.

00- If the random number is under half the armor rating, the damage deflects harmlessly.
00- 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.
00- 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.
Armor - Blunt (Material Factor)Armor against blunt damage like club impacts, rock falls, and explosions.
Armor - ElectricWas a property of textiles and an apparel stat, before B19. Remove due to its uselessness. Armor against electric damage like EMP pulses.
Armor - HeatThe 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.

00- If the random number is under half the armor rating, the damage deflects harmlessly.
00- 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.
00- 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.
Armor - Heat (Material Factor)Armor against temperature-related damage like burns.
Armor - Material Effect Multiplier-
Armor - SharpThe 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.

00- If the random number is under half the armor rating, the damage deflects harmlessly.
00- 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.
00- 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.
Armor - Sharp (Material Factor)Armor against sharp damage like bullets, knife stabs, and animal bites.
Arrest Success ChanceHow effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
Assembly Speed FactorThe speed at which people assemble genes here is multiplied by this value.
Baby Play PowerHow effectively this object can be used to fulfill a baby's need for play.
Bandwidth CostHow much bandwidth this mech consumes when under mechanitor control.
Base Escape Interval Mtb Days
Base Healing QualityBase quality of healing given to patients when acting as a doctor.
Beauty (Pawn)How physically attractive this person is. This affects social interactions.
Beauty (Stat)How enjoyable an object is to look at.
Beautiful objects fulfill characters' need for beauty.
Bed Hunger Rate Multiplier
Bioferrite Density
Biosculpter Occupant SpeedA multiplier on how quickly this person will complete a biosculpter pod cycle.
Biosculpter Pod Speed FactorA multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.
Birth Quality OffsetThis alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.
Blunt DamageA multiplier on damage from blunt-type attacks for weapons made of this material.
Body SizeHow large the creature is.
Bond Chance FactorA multiplier on the chance to bond with an animal when interacting with it.
Brewing SpeedSpeed at which this person brews beer.
Building Size Category
Butchery EfficiencyThe amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size.
Butchery SpeedSpeed at which this person butchers flesh creatures.
Cacheable
Can Train Attack
Can Train Guard
Can Train Haul
... further results