Stat

From RimWorld Wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

A stat or stats, short for statistic, are numerical values that provide information about the properties and behavior of a pawn or item. Basic examples of stats include age, move speed and Melee DPS.

Some stats are be static throughout the life of a pawn, such as race or flammability. Other stats change constantly as the result of real-time mathematical equations involving the pawn's environment, skills, and capacities, such as Plant Harvest Yield or Hunting Stealth.

A pawn or item's stats can be viewed in a pop-up window by clicking on the View Information icon in the upper right corner of the inspect pane (right beneath the Health tab button for humans.)


Stat NameDescription
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.
Market ValueThe market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
MassHow heavy an object is to carry in a caravan or a transport pod. Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Thus a full stack of 75 steel (mass equals 0.5 kg each) actually weights 32.5 kg in total.
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.
Meat AmountThe amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
Mech Gestation SpeedA multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
Mechanoid Shredding EfficiencyThe amount of materials yielded when this person shreds a dead mechanoid for resources.
The 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 SpeedThe speed 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. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation.
Medical Tend QualityThe base quality of tending given when tending wounds and illnesses.

Final Tend Quality:

( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.

Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.

Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.

Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.

Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.


Higher tend quality will speed the recovery from injury.
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 ChanceChance to hit a target in melee. The target can still dodge even if we would've hit.
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.
Minimum Handling SkillThis creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
Mining SpeedA speed at which this person mines away walls.
Mining YieldThe percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills.
Mortar Miss Radius MultiplierA multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
Move SpeedSpeed of movement in cells per second (c/s).
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.
Nutrition
Pain Shock ThresholdThe pain level 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.
Pruning SpeedA multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
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.
Ranged Cooldown MultiplierA multiplier on the cooldown between bursts when using a ranged 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 cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Sleep Fall RateA multiplier on the speed that a person's sleep need falls.
Smelting SpeedThe speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill.
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.
Suppression PowerA multiplier on a warden's ability to suppress slaves.
Surgery Success Chance FactorA multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
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. Failed tame attempt can induce animal attacks, especially for more vicious animals.
Toxic Environment ResistanceHow resistant this creature is to the effects of environmental toxins. This protects against tox gas, rot stink, toxic fallout, and polluted terrain, but not against direct attacks with venom or injected poison. When this value is higher, exposure to pollution produces proportionally less toxic buildup in the body.
Toxic ResistanceHow well this creature resists toxic buildup.
Trade Price ImprovementWhen this person acts as a trade negotiator, 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. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.
Trap Spring ChanceThe likelihood that a trap will spring when an unaware creature passes over it.
Work Efficiency FactorWork efficiency is multiplied by this value.
Work Speed FactorWork speed is multiplied by this value.
Work To MakeThe base amount of work it takes to make an item, once all materials are gathered.