Stat
Description | |
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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 Speed | The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. |
Addictiveness | The chance of addiction per dose of a drug. |
Aiming Time | How long it takes to shoot after choosing a target. |
Always Hide | |
Animal Gather Speed | The speed at which this person milks, shears, and otherwise gathers resources from animals. |
Animal Gather Yield | 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. |
Animal Products Price Improvement | When this person sells meat, leather, or wool, prices are improved by this percentage. |
Animals Learning Factor | A multiplier on the learning rate for animals skill. |
Anomaly Knowledge | |
Apply Factors If Negative | |
Armor - Blunt | 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.
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 - Electric | Was a property of textiles and an apparel stat, before B19. Remove due to its uselessness. Armor against electric damage like EMP pulses. |
Armor - Heat | 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.
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 - Sharp | 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.
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 Chance | How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. |
Assembly Speed Factor | The speed at which people assemble genes here is multiplied by this value. |
Baby Play Power | How effectively this object can be used to fulfill a baby's need for play. |
Bandwidth Cost | How much bandwidth this mech consumes when under mechanitor control. |
Base Escape Interval Mtb Days | |
Base Healing Quality | Base 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 Speed | A multiplier on how quickly this person will complete a biosculpter pod cycle. |
Biosculpter Pod Speed Factor | A 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 Offset | This 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 Damage | A multiplier on damage from blunt-type attacks for weapons made of this material. |
Body Size | How large the creature is. |
Bond Chance Factor | A multiplier on the chance to bond with an animal when interacting with it. |
Brewing Speed | Speed at which this person brews beer. |
Building Size Category | |
Butchery Efficiency | The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
Butchery Speed | Speed at which this person butchers flesh creatures. |
Cacheable | |
Can Train Attack | |
Can Train Guard | |
Can Train Haul | |
... further results |