Stat

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Stat NameDescription
AddictivenessHow addictive a drug is.
Aiming TimeHow long it takes to strike after aiming.
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 - BluntA property of textiles and an apparel stat. Armor against blunt damage like club attacks, rock falls and fists.
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 - HeatA property of textiles. Armor against temperature-related damage like burns.
Armor - SharpMitigation of sharp damage (e.g. bullets, blades, bites, explosions)
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.
Brewing SpeedSpeed at which this person brews beer.
Butchery EfficiencyMultiplier on the amount of meat produced when butchering flesh animals.
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.
Cooking SpeedSpeed at which this person cooks meals.
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.
Eating SpeedMultiplier on eating speed.
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.
General Labor SpeedThe speed at which this person carries out general labor like making stone blocks, making chemfuel at 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 Learning FactorGlobal learning efficiency for all skills.
Global Work SpeedA multiplier on someone's speed at doing any work.
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.
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 - ColdFor clothing: how well this clothing protects from cold, lowering the Minimum Comfortable Temperature by the given amount. For textiles: impacts how well clothing made from this textile protects from cold.
Insulation - HeatFor clothing: how well this clothing protects from heat, increasing the Maximum Comfortable Temperature by the given amount. For textiles: impacts how well clothing made from this textile protects from heat.
Market ValueThe market value of an object. The actual trade price will be further modified by relationship status, negotiation skill and Sell Price Multiplier.
MassHow heavy an object is to carry in a caravan or a transport pod.
Max Hit PointsThe maximum hit points of an object. This represents how much damage it can take before being destroyed.
Maximum Comfortable TemperatureAbove this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die.
Mechanoid Shredding EfficiencyThe amount of materials yielded when this person shreds a dead mechanoid for resources.\n\nThe actual amount is also related to the mechanoid's size.
Mechanoid Shredding SpeedThe speed at which this person can shred a mechanoid for resources.
Medical Operation SpeedSpeed at which the character performs medical operations.
Medical PotencyHow effective this is when used to heal wounds and diseases, or do surgery. Higher medical potency improves the chances of a doctor treating wounds properly, and reduces the chances of failure during surgery.
Medical Surgery Success ChanceThe likelihood that a colonist will succeed when attempting to perform a surgery. Failures can result in simple wasted time and medicine, or catastrophic damage to the patient.
Medical Tend QualityThe base quality of tending given when tending wounds and illnesses. The actual tend quality will also be affected by factors like medicine used, facilities, room cleanliness, luck, and so on.
Medical Tend SpeedSpeed at which the character tends to wounds and illnesses.
Melee Blunt DamageMultiplier on melee damage with blunt attacks for items made of this material.
Melee CooldownHow long it takes to recover after striking with this as a melee weapon.
Melee DamageDamage done per hit in melee combat.
Melee Dodge ChanceChance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
Melee Hit ChanceBase chance to hit a target in melee.
Melee Sharp DamageMultiplier on melee damage with sharp attacks like cutting or stabbing for items made of this material.
Mental Break ThresholdAs long as someone's mood is below this level, they are in danger of having a mental break.
Minimum Comfortable TemperatureBelow this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
Mining SpeedA multiplier on the speed at which this person mines rock.
Mining YieldA percentage yield a miner will achieve. It applies to both mining orders and deep drilling. It is advised to have your miner in good health or else you will lose resources when mining.
Move SpeedSpeed of movement in cells per second.
Negotiation AbilityHow 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.
Pain Shock ThresholdThe point at which this creature is downed from pain.
Plant Harvest YieldThe yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.
Plant Work SpeedSpeed at which this person sows and harvests plants.
Psychic SensitivityMore sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
QualityAn item's quality is how well-made it is.
Ranged CooldownHow long it takes to recover after firing this weapon.
RecreationRecreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.
Recruit Prisoner ChanceBase chance this person will recruit a prisoner.
Repair Success ChanceThe 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.
Research SpeedHow fast this person performs research and how quickly they can find things using scanning equipment.
Rest EffectivenessHow fast people sleeping on this gain rest.
Rest Rate MultiplierA multiplier on how quickly a creature rests while sleeping.
Sculpting SpeedSpeed at which this person sculpts.
Sell Price MultiplierA multiplier on the price at which you can sell items.
Shield Max EnergyThe maximum energy a personal shield can have at one time. More energy can absorb more damage.
Shield Recharge RateThe rate at which a shield gains energy as long as it is not broken.
Shooting AccuracyBase chance to not miss per square of shot distance.
Smelting SpeedSpeed at which this person smelts things.
Smithing SpeedSpeed at which this person smiths or crafts weapons, machines, ammunition, and tools.
Smoothing SpeedA multiplier on the speed at which this person smooths rough stone floors and walls.
Social ImpactA multiplier on how much other people are affected by this person's social interactions.
Stonecutting SpeedSpeed at which this person cuts rough stone into blocks. The type of stone being cut does not affect this speed.
Tailoring SpeedSpeed at which this person makes clothes.
Tame Animal ChanceThe base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness.\nFailed tame attempt can induce animal attacks, especially for more vicious animals.
Trade Price ImprovementWhen this person negotiates prices, buy and sell prices are improved by this percentage.
Train Animal ChanceThe base chance this person will make progress training an animal on a given attempt.\n\nThe actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
Work To MakeThe base amount of work it takes to make an item, once all materials are gathered; given as in-game seconds at normal speed.