Stat

From RimWorld Wiki
Jump to: navigation, search
Stat NameDescription
AddictivenessHow addictive a drug is.
Aiming TimeHow long it takes to strike after aiming.
Armor - BluntA property of textiles.
Armor - ElectricA property of textiles.
Armor - HeatA property of textiles.
Armor - SharpA property of textiles.
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.
Blood FiltrationThe ability of a person to fight off diseases.
Blood PumpingHow well a creature can move blood around it's body.
BreathingThe ability of a character to breathe.
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.
ConsciousnessThe state or quality of awareness.
Construction SpeedSpeed at which this person constructs and repairs buildings.
Cooking SpeedSpeed at which this person cooks meals.
Deterioration RateThe rate at which this item deteriorates when left outside, especially in the rain.
Diplomatic Gift ImpactWhen this person gives gifts to another faction, this multiplier is applied to their impact on faction relations.
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. Wood = 120%, Plasteel and Steel = 100%, Stone = 80%, Uranium and other precious metals = 95%
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.
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.
HearingHow well a creature can detect sound waves.
HungerHow hungry a person is.
Immunity Gain SpeedSpeed at which this character gains immunity to diseases. If this is too slow, the character will die from a disease before developing immunity.
Insulation - ColdA property of textiles.
Insulation - HeatA property of textiles.
JoyHow much joy a person has gotten recently.
ManipulationHow well a creature can physically interact with objects.
Market ValueThe market value of an object. The actual trade price will be further modified by relationship status and negotiation skill.
MassHow heavy an object is to carry in a caravan.
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 Disassembly EfficiencyMultiplier on the amount of materials yielded when this person disassembles a dead mechanoid.
Mechanoid Disassembly SpeedSpeed at which this person can disassemble a mechanoid.
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.
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 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.
MetabolismHow well a creature can digest food.
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.
MoodHow happy or stressed someone is.
Move SpeedSpeed of movement through the world in cells per second.
MovingHow well a creature can move around.
PainHow much pain a person feels.
Plant Work SpeedSpeed at which this person sows and harvests plants.
Psychic SensitivityMultiplier on the impact of psychic phenomena affecting this person.
QualityAn item's quality is how well-made it is.
Ranged CooldownHow long it takes to recover after firing this weapon.
Recruit Prisoner ChanceBase chance this person will recruit a prisoner.
Research SpeedThis person does research at this speed.
RestHow much sleep a creature has gotten recently.
Rest EffectivenessHow fast people sleeping on this gain rest.
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.
SightHow well a creature can see.
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 floors.
Social Chat ImpactWhen this person interacts socially, this is how much the other person is affected.
Stonecutting SpeedSpeed at which this person cuts rough stone into blocks.
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.
Tailoring SpeedSpeed at which this person makes clothes.
TalkingA character's capacity of speech.
Trade Price ImprovementWhen this person negotiates prices, buy and sell prices are improved by this percentage.
Work To MakeThe base amount of work it takes to make this, counted in gameticks. once all materials and tools are gathered. The default speed is 60 gameticks per second.