|This article is suggested to be rewritten. Reason: Cleanup and standardization needed - treatment and stages sections for each required. See Template:Heal Option Table. You can help RimWorld Wiki by improving it.|
- 1 Chronic
- 2 Acute
- 3 Drug damage
- 4 General
- 5 Surgical
- 6 Resurrection
- 7 Heart attack
- 8 Version history
"MTB" stands for "Mean Time Between", and is how it's presented in the game files.
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.
Most permanent ailments are curable with body part replacements or usage of the healer mech serum.
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.
|Alzheimer's (minor)||≥0% severity||
|Alzheimer's (minor)||≥20% severity||
|Alzheimer's (major)||≥50% severity||
|Alzheimer's (major)||≥80% severity||
A human pawn can first get Alzheimer's at age 34.
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).
|Asthma (minor)||≥ 0% severity||-10% part efficiency|
|Asthma (major)||≥ 30% severity||-30% part efficiency|
|Asthma (major)||≥ 45% severity||-50% part efficiency|
- The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.
- Asthma can be cured by replacing the lung with a non-diseased one.
A human pawn can first get asthma at any age.
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
A human pawn can first get a bad back at age 41.
|Bad back chance|
Milky-looking opacity in the eye. Cataracts impair vision.
|Cataract||-50% part efficiency in the affected eye. This results in 50% sight if both eyes are affected.|
A human pawn can first get a cataract at age 49.
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.
A cancer has 3 stages; growing, stable and remission.
- When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65.
- When stable, it neither grows nor regresses on its own.
- When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5.
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission.
|Carcinoma (minor)||≥0% severity||
|Carcinoma (minor)||≥15% severity||
|Carcinoma (major)||≥40% severity||
|Carcinoma (major)||≥60% severity||
|Carcinoma (extreme)||≥80% severity||
|Carcinoma (extreme)||100% severity||
- Treated every 240,000 ticks (
- Surgical removal; this needs 4 medicine (regular or above) and a doctor of medicine skill 10 or above, and has only 70% base chance to succeed
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.
A human pawn can first get dementia from aging at age 69. Dementia from other sources including toxic buildup can happen at any age.
Generalized loss of muscle and bone density. Note that frail can stack with bad back.
A human pawn can first get frail at age 51.
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. Artery blockages can be treated by replacing the heart with a natural, prosthetic or bionic replacement, with a healer mech serum, with luciferium, or with the use of biosculpter pod's bioregeneration cycle.
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.
Artery blockages can be treated by replacing the heart.
|Artery blockage (minor)||≥0% severity||
|Artery blockage (minor)||≥20% severity||
|Artery blockage (major)||≥40% severity||
|Artery blockage (major)||≥60% severity||
|Artery blockage (extreme)||≥90% severity||
|Artery blockage (extreme)||100% severity||
A human pawn can first get an artery blockage at age 21.
|Artery blockage chance|
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
A human pawn can first get hearing loss at age 49.
|Hearing loss chance|
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).
When a pawn's food meter reaches 0%, they will begin to suffer from malnutrition, shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.
|Malnutrition (trivial)||0.0 days since hunger hit zero||
|Malnutrition (minor)||1.2 days since hunger hit zero||
|Malnutrition (moderate)||2.4 days since hunger hit zero||
|Malnutrition (severe)||3.5 days since hunger hit zero||
|Malnutrition (extreme)||4.7 days since hunger hit zero||
|Malnutrition (extreme)||5.9 days since hunger hit zero||
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.
Blood loss occurs when a pawn has untreated bleeding wounds. Bleeding wounds are identified on the health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under whole body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.
|Blood loss (minor)||≥15% blood loss||
|Blood loss (moderate)||≥30% blood loss||
|Blood loss (severe)||≥45% blood loss||
|Blood loss (extreme)||≥60% blood loss|
|Blood loss (extreme)||100% blood loss||
Heat stroke occurs when a pawn has prolonged exposure to temperatures 10°C above their maximum comfortable temperature, and recovery occurs in temperatures less than the maximum comfortable temperature. Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.
Pawns additionally take periodic burn damage in temperatures more than 150°C above their maximum comfortable temperature.
The procedure for determining severity growth every 60-tick interval is given by:
- Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).
- Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.
- Multiply the excess by
6.45e-5to obtain the severity growth this interval (60 ticks, 1 second).
- If the growth is less than
0.000375, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.
Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(ambient_temperature - (maximum_comfortable_temperature + 10°C)))
where effective_temperature_curve() is a post-processing curve with points: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).
|Effective temperature curve|
|Ambient Temperature - Maximum Comfortable Temperature (°C)||Growth per 60 ticks||Time to 100% severity (ticks)||Time to 100% severity (in-game time)|
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:
Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.
|Heatstroke (initial)||>0.04 Severity||
|Heatstroke (minor)||>0.20 Severity|
|Heatstroke (serious)||>0.35 Severity|
|Heatstroke (extreme)||>0.62 Severity|
|Heatstroke (100%)||=1.00 Severity||
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:
- Take the amount by which the pawn's minimum safe temperature (which is the minimum comfortable temperature -10°C) exceeds the ambient temperature.
- Multiply the excess by
6.45e-5to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.
- If the growth is less than
0.00075, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.
Expressed as a formula, this is:
Increase in hypothermia severity every 60 ticks = max(0.00075, (degrees_below_comfortable - 10)*0.0000645)
|Minimum Comfortable Temperature - Ambient Temperature(°C)||Growth per 60 ticks||Time to 100% severity (ticks)||Time to 100% severity (in-game hours)|
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:
Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))
|Hypothermia (shivering)||>0.04 Severity|
|Hypothermia (minor)||>0.20 Severity|
|Hypothermia (serious)||>0.35 Severity|
|Hypothermia (extreme)||>0.62 Severity|
|Hypothermia (100%)||=1.00 Severity||
A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.
|Hypothermia (minor)||>0.04 Severity|
|Hypothermia (moderate)||>0.20 Severity|
|Hypothermia (serious)||>0.35 Severity|
|Hypothermia (extreme)||>0.62 Severity||
This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.— Description
Tamed, non-human, non-insectoid, non-egglaying, animals have a 50% to get pregnant from mating. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first 600 ticks ( this condition will be invisible, after which point a message will come up mentioning the pregnancy.
A pregnant animal suffering malnutrition or that is injured may miscarry. Miscarriages are noted by an in-game message.
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.
These ailments are caused by excess drug use.
A degenerative liver disease caused by excessive alcohol consumption. An otherwise healthy pawn with cirrhosis will have an immunity gain speed of 70%, making them extremely vulnerable to disease.
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.
|Chemical damage (moderate)||
|Chemical damage (severe)||
- Kidney chemical damage can be cured by replacing with a non-damaged kidney
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.
Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists in the "Crashlanded" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.
- Wears off after 10,000 ticks (
Occurs after having eaten a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the cleanliness of the room where it was prepared and cook's food poison chance stat.
Raw food has a flat chance of 2% of causing food poisoning. Cooked meals roll two two separate probabilities to determine if the food is poisoned. The first is the chance to get food poisoning due to a "Filthy Kitchen" as determined by the cleanliness of the room containing the cooking station in use. See the accompanying graph for specifics. Note that cleanliness above -2 appears prevent this roll from producing poisoned meals. If the cooking station being used is not inside a room, it instead defaults to a 2% chance.
|Cooking Skill Level||Chance from Skill Level||Chance from Room Cleanliness|
Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.
|Food poisoning (minor)||0–4 hours from onset|
|Food poisoning (major)||4–20 hours from onset|
|Food poisoning (recovering)||20–24 hours from onset|
Primarily occurs with exposure to toxic fallout. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent dementia which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup dies, there is a chance that its corpse will instantly rot - this chance is equal to the severity.
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.
|Toxic buildup (initial)||≥4% severity||
|Toxic buildup (minor)||≥20% severity||
|Toxic buildup (moderate)||≥40% severity|
|Toxic buildup (serious)||≥60% severity|
|Toxic buildup (extreme)||≥80% severity|
|Toxic buildup (extreme)||100% severity||
"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses." - In-game description
Occurs when an EMP effect hits a pawn with the following brain implants:
Despite only occuring with implants from the Royalty DLC, it is defined in the core code.
A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.— In-game description
It lasts 7,500 ticks ( .
|This information relates to content added by the Ideology DLC. Please note that it will not be present without the DLC enabled.|
"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking."— In-game description
Occurs when a pawn is ejected from a biosculpter pod after 24 hours without power.
These ailments happen with medical operations.
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.
|Anesthetic (sedated)||0–6 hours from onset||
|Anesthetic (woozy)||6–12 hours from onset|
|Anesthetic (wearing off)||12+ hours from onset|
- Wears off on its own between 45,000 ticks ( to 75,000 ticks ( even if severity has not reached 0%
- Surgery is unaffected even if it wears off before finished
Prior to 1.1 it lasted only 15,000 ticks ( and did not have any other stages afterwards.
These may occur after a dose of resurrector mech serum is applied on a dead pawn.
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.
- 100% chance of being applied
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.
Blindness from resurrector mech serum applies to both eyes, resulting in total blindness
- 2% chance when used at 0.1 days or less of decay
- Linearly increases to 80% after 5 days decayed
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a healer mech serum, the only treatment for the disease.
|Resurrection psychosis (hidden)||≥0% severity||
|Resurrection psychosis (early)||≥10% severity||
|Resurrection psychosis (moderate)||≥25% severity||
|Resurrection psychosis (advanced)||≥40% severity||
|Resurrection psychosis (severe)||≥55% severity||
|Resurrection psychosis (total)||≥70% severity||
|Resurrection psychosis (catatonic)||≥85% severity||
|Resurrection psychosis (catatonic)||100% severity||
- Healer mech serum
- Allowing the pawn to die again, then resurrecting once more (rerolls the disease)
Probability of contracting:
- 2% chance when used at 0.1 days or less of decay
- Linearly increases to 80% after 5 days decayed
- Freeze corpses immediately after death. Corpses placed in a sarcophagus are still affected by the temperature of the room they are in, and can be removed later.
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the birthday event. There must be more than 2 colonists on your colony for this to occur.
The average interval between heart attacks is curved as follows (in days):
- 0-50% of life expectancy: 99,999,999 - 99,999,999
- 50-60% of life expectancy: 99,999,999 - 2,500
- 60-100% of life expectancy: 2,500 - 300
Examples of intervals and chances:
- 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)
- 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)
Heart attacks always start at 40% severity. Every 5,000 ticks ( the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.
Like injuries, medicine can be used to treat a heart attack.
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack.
The maximum chance a particular treatment can succeed is 65%.
Replacing a pawn's heart with either a prosthetic or bionic heart will completely prevent heart attacks. Note however that while the bionic heart improves the blood pumping capacity, the prosthetic heart decreases it, and thus all of the stats and capacities it affects.
- 0.7.581 Added with cataracts and bad back
- 0.8.657 - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.
- 0.9.722 - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.
- 0.10.785 - Starvation and blood loss are now staged and affect consciousness as they worsen.
- 0.12.906 - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.
- 0.13.1135 - Carcinoma, asthma, and hearing loss added.
- 1.1.0 - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.
- 1.3.3117 - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically die by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn.