Stat

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 Description
AddictivenessThe chance of addiction per dose of a drug.
Aiming TimeHow long it takes to shoot after choosing a target.
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.
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.

  • 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.
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.

  • 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.
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.

  • 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.
Arrest Success ChanceHow effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
Base Healing QualityBase quality of healing given to patients when acting as a doctor.
BeautyHow enjoyable an object is to be around and look at.
Beauty (Pawn)How physically attractive this person is. This affects social interactions.
Biosculpter Occupant SpeedA multiplier on the length of time a pawn will take to complete biosculpter cycles.
Body SizeHow large the creature is.
Brewing SpeedSpeed at which this person brews beer.
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.
Carrying CapacityThe 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.
Comfort
Construct Success ChanceThe chance that this person will succeed in constructing something. Failing means wasting time and resources.
Construction SpeedSpeed at which this person constructs and repairs buildings.
Conversion PowerHow effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.
Cooking SpeedThe speed at which this person cooks meals.
Days To Start RotThe number of days before a food item starts to rot if not refigerated.
Deep Drilling SpeedA speed at which this person uses a deep drill to extract underground resources.
Deterioration RateThe rate at which this item deteriorates when left outside, in average hit points of damage per day. Things deteriorate faster than normal in some weather, like rain.
Diplomatic PowerHow effective the pawn is at diplomacy with other factions.
Door Opening SpeedThe speed at which the door opens. It can vary based on the type of door constructed and the material used to construct it.
Drug Cooking SpeedThe speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
Drug Synthesis SpeedHow fast this character synthesizes complex chemical drugs.
Eating SpeedMultiplier on eating speed.
FertilityIt affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate.
Filth RateHow 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.
FlammabilityHow easily an object catches fire and how strongly it burns.
Food Poison ChanceThe 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
Foraged Food AmountThe amount of nutrition this person will automatically forage per day while traveling by caravan.
General Labor SpeedThe 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.
Global Certainty Loss FactorA multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
Global Learning FactorGlobal learning efficiency for all skills.
Global Work SpeedA multiplier on someone's speed at doing any work.
Hacking SpeedHow fast this person can hack into computer terminals.
Harvest YieldHow many products something produces when harvested, like a tree or potato plant.
Healing SpeedSpeed at which the character heals wounds as a doctor.
HungerHow hungry a person is, influences saturation.
Hunting StealthThis stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.
Ideoligion Spread ChanceA multiplier on the chance that this person will try to convert other people to their own ideoligion.
Immunity Gain SpeedThe speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity.
Insulation - ColdHow much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures.
Insulation - HeatHow much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures.
Leather AmountThe 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.
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