Stat
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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 Name | Description |
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Activity Suppression Speed | The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. |
Addictiveness | The chance of addiction per dose of a drug. |
Aiming Time | How long it takes to shoot after choosing a target. |
Animal Gather Speed | The speed at which this person milks, shears, and otherwise gathers resources from animals. |
Animal Gather Yield | The 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. |
Animal Products Price Improvement | When this person sells meat, leather, or wool, prices are improved by this percentage. |
Armor - Blunt | The 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.
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 - Electric | Was a property of textiles and an apparel stat, before B19. Remove due to its uselessness. Armor against electric damage like EMP pulses. |
Armor - Heat | The 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.
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 - Sharp | The 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.
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 Chance | How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. |
Base Healing Quality | Base quality of healing given to patients when acting as a doctor. |
Beauty | How enjoyable an object is to be around and look at. |
Beauty (Pawn) | How physically attractive this person is. This affects social interactions. |
Biosculpter Occupant Speed | A multiplier on the length of time a pawn will take to complete biosculpter cycles. |
Body Size | How large the creature is. |
Brewing Speed | Speed at which this person brews beer. |
Butchery Efficiency | The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
Butchery Speed | Speed at which this person butchers flesh creatures. |
Cancer Rate Factor | A multiplier on how likely this person is to develop cancer in any given time frame. |
Carrying Capacity | The 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. |
Cold Containment Bonus | This entity is less likely to escape if kept in a very cold room. |
Comfort | |
Construct Success Chance | The chance that this person will succeed in constructing something. Failing means wasting time and resources. |
Construction Speed | Speed at which this person constructs and repairs buildings. |
Containment Strength | How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures. |
Conversion Power | How 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 Speed | The speed at which this person cooks meals. |
Crawl Speed | Speed of crawling in cells per second. |
Days To Start Rot | The number of days before a food item starts to rot if not refigerated. |
Deep Drilling Speed | A speed at which this person uses a deep drill to extract underground resources. |
Deterioration Rate | The 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 Power | How effective the pawn is at diplomacy with other factions. |
Door Opening Speed | The 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 Speed | The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. |
Drug Synthesis Speed | How fast this character synthesizes complex chemical drugs. |
EMP Resistance | This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. |
Eating Speed | Multiplier on eating speed. |
Entity Study Rate | The rate at which this person generates knowledge from studying unnatural entities. |
Fertility | It 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 Rate | How 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. |
Flammability | How easily an object catches fire and how strongly it burns. |
Food Poison Chance | The 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 Amount | The amount of nutrition this person will automatically forage per day while traveling by caravan. |
General Labor Speed | The 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 Factor | A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. |
Global Learning Factor | Global learning efficiency for all skills. |
Global Work Speed | A multiplier on someone's speed at doing any work. |
Growth Vat Occupant Speed | A multiplier on how quickly this person will grow when in a growth vat. |
Hacking Speed | How fast this person can hack into computer terminals. |
Harvest Yield | How many products something produces when harvested, like a tree or potato plant. |
Healing Speed | Speed at which the character heals wounds as a doctor. |
Hemogen Gain Multiplier | A multiplier on the amount of hemogen gained. |
Hunger | How hungry a person is, influences saturation. |
Hunting Stealth | This 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 Chance | A multiplier on the chance that this person will try to convert other people to their own ideoligion. |
Immunity Gain Speed | The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity. |
Incoming Damage Multiplier | A multiplier on all incoming damage. |
Injury Healing Factor | The multiplier applied to a person's injury healing rate. |
Insulation - Cold | How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
Insulation - Heat | How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
Learning Rate Factor | A multiplier on how quickly a child's learning need is fulfilled by learning activities. |
Leather Amount | The 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. |
Lifespan Factor | Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan. |
Market Value | The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
Mass | How 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 Points | The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
Maximum Comfortable Temperature | Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
Meat Amount | The 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 Speed | A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. |
Mech Repair Speed | A multiplier on how fast a mechanitor can repair mechanoids. |
Mechanoid Shredding Efficiency | The 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 Speed | The speed at which this person can shred a mechanoid for resources. |
Medical Operation Speed | The speed at which the character performs medical operations. |
Medical Potency | How 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 Chance | The 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 Quality | The 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.
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Medical Tend Speed | Speed at which the character tends to wounds and illnesses. |
Meditation Psyfocus Bonus | The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain. For some objects, this number can change depending on the surroundings and the person doing the meditating. |
Meditation Psyfocus Gain | The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. |
Melee Armor Penetration | Average armor penetration of all attacks in melee combat. This stat includes currently used weapon. |
Melee Blunt Damage | Multiplier on melee damage with blunt attacks for items made of this material. |
Melee Cooldown | How long it takes to recover after striking with this as a melee weapon. |
Melee DPS | Average damage per second in melee combat. This stat ignores target defenses like dodging and armor. |
Melee Damage | Damage done per hit in melee combat. |
Melee Damage Factor | A multiplier on the amount of melee damage inflicted by this person. |
Melee Dodge Chance | Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
Melee Hit Chance | Chance to hit a target in melee. The target can still dodge even if we would've hit. |
Melee Sharp Damage | Multiplier on melee damage with sharp attacks like cutting or stabbing for items made of this material. |
Mental Break Threshold | As long as someone's Mood is below this level, they are in danger of having a mental break. |
Minimum Comfortable Temperature | Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
Minimum Containment Strength | The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape. |
Minimum Handling Skill | This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. |
Mining Speed | A speed at which this person mines away walls. |
Mining Yield | The 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 Multiplier | A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. |
Move Speed | Speed of movement in cells per second (c/s). |
Negotiation Ability | How 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. |
Neural Heat Gain | How much neural heat will be added as a result of performing this ability. |
Neural Heat Limit Offset | An offset applied to the user's neural heat limit. |
Neural Heat Recovery Rate Offset | An offset applied to the user's neural heat recovery rate. |
Nutrition | |
Pain Shock Threshold | The pain level at which this creature is downed from pain. |
Plant Harvest Yield | The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
Plant Work Speed | Speed at which this person sows and harvests plants. |
Pruning Speed | A 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 Ritual Quality | How much nearby buildings improve quality of psychic rituals performed here. |
Psychic Ritual Quality Offset | An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants. |
Psychic Sensitivity | More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. |
Psychic Sensitivity Factor | A factor applied to the user's psychic sensitivity. |
Psychic Sensitivity Offset | An offset applied to the user's psychic sensitivity. |
Quality | An item's quality is how well-made it is. |
Ranged Cooldown | How long it takes to recover after firing this weapon. |
Ranged Cooldown Multiplier | A multiplier on the cooldown between bursts when using a ranged weapon |
Raw Nutrition Multiplier | A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked. |
Reading Speed | A multiplier on how fast this person can read. |
Recreation | Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. |
Recruit Prisoner Chance | Base chance this person will recruit a prisoner. |
Repair Success Chance | The 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 Speed | How fast this person performs research and how quickly they can find things using scanning equipment. |
Rest Effectiveness | How fast people sleeping on this gain rest. |
Rest Rate Multiplier | A multiplier on how quickly a creature rests while sleeping. |
Sculpting Speed | Speed at which this person sculpts. |
Sell Price Multiplier | A multiplier on the price at which you can sell items. |
Shield Max Energy | The maximum energy a personal shield can have at one time. More energy can absorb more damage. |
Shield Recharge Rate | The rate at which a shield gains energy as long as it is not broken. |
Shooting Accuracy | Base 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. |
Slave Suppression Fall Rate | The rate at which slave suppression falls. |
Sleep Fall Rate | A multiplier on the speed that a person's sleep need falls. |
Smelting Speed | The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. |
Smithing Speed | Speed at which this person smiths or crafts weapons, machines, ammunition, and tools. |
Smoothing Speed | A multiplier on the speed at which this person smooths rough stone floors and walls. |
Social Impact | A multiplier on how much other people are affected by this person's social interactions. |
Stagger Time Multiplier | A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. |
Stonecutting Speed | Speed at which this person cuts rough stone into blocks. The type of stone being cut does not affect this speed. |
Study Efficiency | A multiplier on how much knowledge a person gets when studying unnatural entities. |
Subcore Encoding Speed | A multiplier on how fast a mechanitor can create subcores. |
Suppression Power | A multiplier on a warden's ability to suppress slaves. |
Surgery Success Chance Factor | A 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 Speed | Speed at which this person makes clothes. |
Tame Animal Chance | The 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 Resistance | How 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 Resistance | How well this creature resists toxic buildup. |
Trade Price Improvement | When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. |
Train Animal Chance | The 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 Chance | The likelihood that a trap will spring when an unaware creature passes over it. |
Work Efficiency Factor | Work efficiency is multiplied by this value. |
Work Speed Factor | Work speed is multiplied by this value. |
Work To Make | The base amount of work it takes to make an item, once all materials are gathered. |