nyuuzyou/wikis huggingface dataset:
Melee Dodge Chance

== Base score ==
First, a base score, which we'll call M, is computed by adding up Melee skill and a few other modifiers:
* Melee: skill level (0 to 20)
* Moving: 1800% importance. No Max.
** For example, each bionic leg gives +12.5% or +0.125 Moving, which at 18x yields +2.25.
* Sight: 800% importance, 140% limit
** For example, one bionic eye and one normal eye gives 118.75% Sight, and 0.1875 x 8 yields +1.5.
* Traits
** Nimble: +15.0
** Brawler does not have any direct effect.
* Melee specialist role: +7.0
* Melee specialist's Berserk Trance: +8.0
== Post-processing curve ==
Base score to Dodge Chance
The above graph shows how your base score M corresponds to the final Dodge Chance.
* From a base score of M ≤ 5, Dodge Chance is 0%
* From a base score of 5 < M ≤ 20, Dodge Chance increases by 2% per increase in base score.
* From a base score of 20 < M ≤ 60, Dodge Chance increases by 0.5% per increase in base score.
* Beyond a base score of 60, there is no increase in Dodge Chance (will be capped at 50%).
In other words, there are diminishing returns beyond 20 dodge chance base score (30% dodge chance): each point exceeding that yields 1/4 the benefit, before reaching a hard cap at 60 (50% dodge chance). For a normal pawn with melee 5, replacing a leg with an archotech leg would yield +4.5 base score and +9% dodge chance; but if it had melee 20, then the new leg would yield only +2.25% dodge chance.
A maxed-out pawn with two archotech eyes (150% Sight, capped at 140% -> +3.2 base chance), two archotech legs and a bionic heart (158% Moving -> +10.44 base chance), the Nimble trait (+15), and level 20 melee has a base dodge chance of M=48.64 and a resulting Melee Dodge Chance of 44.32%. Go-juice raises it to 49%. Adding in luciferium, wake-up, and fibrous mechanites yields M=73.5, which would translate into a 56.75% dodge chance if not for the hard cap at 50%.
==Chance to dodge==
Skill Level	Standard	Nimble	Skill Level	Standard	Nimble
0 	0% 	20% 	- 	- 	-
1 	0% 	22% 	11 	12% 	33%
2 	0% 	24% 	12 	14% 	33.5%
3 	0% 	26% 	13 	16% 	34%
4 	0% 	28% 	14 	18% 	34.5%
5 	0% 	30% 	15 	20% 	35%
6 	2% 	30.5% 	16 	22% 	35.5%
7 	4% 	31% 	17 	24% 	36%
8 	6% 	31.5% 	18 	26% 	36.5%
9 	8% 	32% 	19 	28% 	37%
10 	10% 	32.5% 	20 	30% 	37.5%
== Analysis ==
Base score to Effective Health Multiplier
When considering effective health ("eHP") instead of dodge chance, however, the diminishing returns beyond 20 largely disappear, though there are no returns above 60 (50% dodge chance = 2x eHP).
Intuitively, while each point exceeding 20 only gives 1/4 the dodge chance, dodge chance is more valuable the more you already have; the numbers work out such that these effects almost cancel out (see graph).
Note that capping out eHP by reaching 60 is very difficult in practice; even a Nimble (+15 points) 20 Melee skill (+20 points) pawn with 200% Moving (+18 points) and 140%+ Sight (+3.2 points) would only have a score of 56.2 (~1.93x eHP).
Without Nimble, it would take ~304% Moving (+36.8 points) to max out dodge chance and eHP at 60 points.
== Version history ==
* 0.17.1546 - Added.
Melee Dodge Chance Indoors Dark

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeDodgeChanceIndoorsDarkOffset
* Label:melee dodge chance indoors dark	An offset on melee dodge chance if the target is indoors in the dark.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Melee Dodge Chance Indoors Lit

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeDodgeChanceIndoorsLitOffset
* Label:melee dodge chance indoors lit	An offset on melee dodge chance if the target is indoors and lit.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Melee Dodge Chance Outdoors Day

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeDodgeChanceOutdoorsLitOffset
* Label:melee dodge chance outdoors day	An offset on melee dodge chance if the target is outdoors during the day.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Melee Dodge Chance Outdoors Night

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeDodgeChanceOutdoorsDarkOffset
* Label:melee dodge chance outdoors night	An offset on melee dodge chance if the target is outdoors at night.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Melee Door Damage Factor

== Bases ==
* Mechanoids
** Centurion: 
** War queen: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeDoorDamageFactor
* Label:melee door damage factor	A special multiplier on the amount of melee damage inflicted on doors.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Hide At Value: 
* Min Value: 
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids:	- 	5000
== Version history ==
* Biotech (DLC) Release - Added.
Melee Hit Chance

See MeleeHitChance in Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml
== Calculation ==
=== Base score ===
The base score starts at 0 and is affected by the following things:
* Melee skill: per level. For pawns without skills (e.g. animals): 
* Sight: 12x importance, no allowed defect. 150% limit
** offset = 12 x ((IF sight < 150% THEN sight ELSE 150%) - 100%) e.g. at 150% sight.
* Manipulation: 12x importance, no allowed defect. 150% limit
** offset = 12 x ((IF manipulation < 150% THEN manipulation ELSE 150%) - 100%) e.g. at 125% manipulation.
* Brawler trait: 
* Melee specialist role : 
* Melee specialist's Beserk Trance : 
* Leader's Combat Command : 
* Mechlord suit : 
* Mechlord helmet : 
=== Post-processing curve ===
The melee hit chance is then calculated with the following post-processing curve. As you can see increasing the base score has diminishing returns.
Base score to Melee hit chance
=== External offset ===
The combat in darkness precept offsets the melee hit chance based on the light level of the targeted pawn (not the attacking pawn!) by (lit) to (dark). Other than that the light level has no effect on the melee hit chance.
== Examples ==
=== Melee skill and brawlers ===
Assuming no other offsets to the base score, the melee skill and the brawler trait results in the following melee hit chance:
Melee hit chance	Melee hit chance	Melee hit chance	Melee hit chance	Melee hit chance	Melee hit chance
Skill Level 	Standard 	Brawler 	Skill Level 	Standard 	Brawler
0 	 	 	- 	- 	-
1 	 	 	11 	 	
2 	 	 	12 	 	
3 	 	 	13 	 	
4 	 	 	14 	 	
5 	 	 	15 	 	
6 	 	 	16 	 	
7 	 	 	17 	 	
8 	 	 	18 	 	
9 	 	 	19 	 	
10 	 	 	20 	 	
=== Detailed post-processing curve ===
Base score	Post-ProcessedMelee Hit Chance	Increase FromPrevious Value
-20 	 	-
-19 	 	
-18 	 	
-17 	 	
-16 	 	
-15 	 	
-14 	 	
-13 	 	
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== Version history ==
* 0.17.1546 - Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6. (This has been reverted again at some point.)
== References ==
Melee Hit Chance Indoors Dark

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeHitChanceIndoorsDarkOffset
* Label:melee hit chance indoors dark	An offset on melee hit chance if the target is indoors in the dark.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Melee Hit Chance Indoors Lit

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeHitChanceIndoorsLitOffset
* Label:melee hit chance indoors lit	An offset on melee hit chance if the target is indoors and lit.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Melee Hit Chance Outdoors Dark

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeHitChanceOutdoorsDarkOffset
* Label:melee hit chance outdoors dark	An offset on melee hit chance if the target is outdoors at night.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Melee Hit Chance Outdoors Lit

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeHitChanceOutdoorsLitOffset
* Label:melee hit chance outdoors lit	An offset on melee hit chance if the target is outdoors during the day.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Mental Break Threshold

The base Mental Break Threshold is where the Minor break risk range starts. Derived from the base Mental Break Threshold stat are the thresholds for Major and Extreme mental breaks. The threshold for a Major mental break is always 4/7 of the pawn's Mental Break Threshold stat. The threshold for an Extreme mental break is always 1/7 of the pawn's Mental Break Threshold stat.
== Factors ==
* Nerves spectrum traits and Too Smart. Note that a given pawn can only have one of the following:
** Iron-willed trait - lowers threshold by 
** Steadfast trait - lowers threshold by 
** Nervous trait - raises threshold by 
** Volatile trait - raises threshold by 
** Too smart trait - raises threshold by 
* Neurotic spectrum traits. Note that a given pawn can only have one of the following:
** Neurotic trait - raises threshold by 
** Very neurotic trait - raises threshold by 
Trait combination 	Break Threshold	Break Threshold	Break Threshold
Trait combination 	Minor 	Major 	Extreme
None 	% 	% 	%
Iron-willed 	% 	% 	%
Steadfast 	% 	% 	%
Nervous 	% 	% 	%
Volatile 	% 	% 	%
Too smart 	% 	% 	%
Neurotic 	% 	% 	%
Iron-willed + Neurotic 	% 	% 	%
Steadfast + Neurotic 	% 	% 	%
Nervous + Neurotic 	% 	% 	%
Volatile + Neurotic 	% 	% 	%
Too smart + Neurotic 	% 	% 	%
Very neurotic 	% 	% 	%
Iron-willed + Very neurotic	% 	% 	%
Steadfast + Very neurotic 	% 	% 	%
Nervous + Very neurotic 	% 	% 	%
Volatile + Very neurotic 	% 	% 	%
Too smart + Very neurotic 	% 	% 	%
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MentalBreakThreshold
* Label:mental break threshold	As long as someone's mood is below this level, they are in danger of having a mental break.The severity of the mental break will depend on how far below the threshold they are.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Max Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show On Mechanoids: 
* Show On Entities: 
* Scenario Randomizable:	- 	2000
Metal hell

Metal hell is a map generated once a colonist is selected to activate the fully awoken Monolith.
== Summary ==
The Metal hell is generated within a 100 by 100 cell Pocket map, classified as the MetalHell biome. It has a temperature of 31 (-16 C, 3 F), is considered underground, has a solid Void metal roof and floor, and call aid is disabled within the map. The map consists of a solid border of Void metal walls, with a large carved out circular area defined with jagged edges, the edge of which is surrounded by scattered heaps of variably sized Void metal masses. At the center is the Void node, surrounded by Twisted archotech supports, with a swirling energy and fog masking the core of the metal hell. After activating the fully awoken Monolith and being sent here, a colonist within the metal hell can be selected to interact with the Void Node, and is met with two options: to embrace the void or disrupt the link; each achieving different endings.
== Gallery ==
Metal hell core.png|The Void node and surrounding Twisted archotech supports that make up the core of the Metal hell
Metal hell max zoom in.png|Metal hell max zoom in
Metal hell boundary.png|Metal hell zoom out to edges
Metal hell max zoom out.png|Metal hell max zoom out
== Version history ==
* Anomaly DLC Release - Added.
Metalblood serum

The metalblood serum is a serum, a consumable item added by the Anomaly DLC, that makes the user more durable but weaker against fire. 
== Acquisition ==
It can also occasionally be bought from Bulk Goods, Exotic, and Slaver trade ships. 
== Summary == 
A pawn taking metalblood serum will do so right where they stand without looking for a place to sit first. Metalblood serum is taken by ingestion, taking .
As a serum, it does not have the traditional high mechanics of other drugs. Instead, it applies the "metalblood" hediff with the following effects for 5 days:
* Incoming Damage Multiplier, stacking multiplicatively with other sources such as the Tough trait.
* Flame damage
* Burn damage
The downsides of Metalblood serum stack with the Tinderskin gene.
== Analysis ==
 Incoming Damage Multiplier
Sources 	Incoming Damage Multiplier
Metalblood Serum 	
Metalblood Serum + Tough 	
Delicate 	
Metalblood Serum + Delicate 	
Metalboood Serum + Robust gene 	
Metalboood Serum + Robust gene + Tough	
Metalblood serum allows any colonist the same benefit as the trait Tough- widely regarded as one of the most beneficial traits in the game- with a fire weakness downside that can often be ignored or planned around. Many combat scenarios will not involve hostiles using flame weaponry, which renders the fire weakness moot. Using metalblood serum makes Phoenix armor a more attractive gear choice given the increased heat armor it provides.
Special care should be taken to identify enemy Impids, Tesserons, Centipede burners, Scorchers, and raiders armed with molotov cocktails or incendiary launchers, as they will pose the largest threats to pawns utilizing metalblood serum.
Sanguophages already have the robust gene which gives them some incoming damage mitigation, and Tinderskin, which stacks with the downside of metalbloood serum, making them poor candidates for using metalblood serum. Genies, Highmates, and other Delicate pawns benefit greatly from using metalblood serum, assuming they can then be kept away from taking fire damage.
Keeping a single colonist constantly dosed with metalblood serum will require 4 bioferrite and 2 twisted meat per day. Butchering entities is likely to be the most consistent method of acquiring twisted meat if a Fleshmass nucleus has not been captured.
== Version history == 
* Anomaly DLC Release - Added.
Category:Drug Category:Serum
Metals

__NOTOC__
Metals are the most versatile materials. They can be used for buildings as well as armor and weapons.
== Comparison table ==
Below is a list of material effects for metals. When a stuffable item is created from a metal, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, steel has a factor of and plate armor has base stat of . Thus, the final "Armor - Sharp" of a set of steel plate armor before quality multipliers is: * or .
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel.
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.
All metals have the following modifiers in common:
* Work To Build Factor is the same as Work To Make Factor.
* Insulation - Heat of 0°C.
== Descriptions ==
#Metals
Milk

Milk is an animal product and raw food obtained from tamed adult female animals of certain species only. Raw consumption of milk does not cause negative thoughts and it counts as a meat ingredient for meals that require meat specifically.
== Acquisition ==
Milk is produced when a animal handler milks a tamed adult female animals of a milkable species. The amount obtained depends on the Milk Amount of the milked animal, as well as the Animal Gather Yield of the handler. Handlers will milk animals when they are ready, producing milk which will then be left on the ground. Each animal can be milked at a frequency dependent on the species in question and the saturation of the animal. Milk production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving.
Milking an animal takes , regardless of the amount of milk produced, and only modified by the Animal Gather Speed of the handler.
The following animals produce milk:
Animal	Milk Amount	MilkingInterval	Milk/Day(Average)	Milk / food consumedper day	Nutrition / food consumedper day
== Summary ==
Milk is a raw food, which means that it can be used as an ingredient for creating meals. When used in recipes it can be substituted for an amount of meat of equivalent nutrition in meals that require meat, and used in place of any nutrition in vegetarian meals. 
Each unit of milk has a nutrition of , providing to a pawn when eaten raw.
Unlike most raw food, it does not cause the "Ate raw food" thought when consumed without cooking it into a meal. However, like all raw food, it retains the flat 2% chance of causing food poisoning when consumed. This chance is applied per batch of milk consumed - that is, if 10 milk is consumed in one sitting, only a single 2% chance to get food poisoning is rolled, not the 18.3% chance of 10 individual 2% rolls.
Milk is one of the few food items that can be consumed by babies.
== Analysis ==
Milk is interchangeable with meat for meal production and yet can also be used as an ingredient in vegetarian meals. Milk has a slightly lower market value of vs meat's , weighs more at kg vs kg, can be eaten raw without penalty, and lasts days before spoiling instead of . Thus it is advantageous to sell your meat before your milk if you have an excess, and to buy milk from traders that come to you. For taking with your own caravans, meat is preferable due to its lower weight, so long as refrigeration isn't a problem, such as during winter or on very short trips, 
To avoid excessive hauling jobs, pen your milk-producing animals in a convenient animal area near your freezer.
For feeding babies, turning milk into baby food is generally a better option. Baby food is twice as nutrious as raw milk, and when made by a cook, reduces the chance of food poisoning.
== Version history == 
* 0.12.906 - Added
Category:Animal Products
Mind-numb serum

The mind-numb serum is an item added by the Anomaly DLC
== Acquisition ==
It can also occasionally be bought from traders. 
Mind-numb serums can rarely be found from opening gray boxes within the labyrinth.
== Summary ==
When used, the mind-numb serum causes consciousness and disables all thoughts for 2 days. Disables all mental breaks and mental inspirations.
== Analysis ==
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from having a mental break when you can least afford it, and to keep your mainline pawns functional, productive, and combat capable when the colony is spiraling. The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the pyrophobia gene, so have your sanguophages dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as mechanoids or Impids.
Given their utility in extreme circumstances, keeping enough serums to give one to every pawn if necessary takes up offers a lot of flexibility for a little storage room and a fairly modest cost. The serum lets you run your pawns a lot closer to breaking, even when it does not cost you the serum - save the serum until breaks become possible regardless of emergency mood buffs such as drugs and meals, and then take the serum. Because less rapid forms of mood management, such as recreation, take much longer to moderate a pawn's mood, having the serums on hand allows you to run the pawn's moon down far further than you would safely be able to do otherwise. If the threat ends before taking the serum is necessary, then you don't have to spend the serum and can merely tank any resulting breaks in the (relatively) safe period after the threat. Pawns can also be ordered to carry a single dose of mind-numb serum on their person using drug policies.
Mind-numb serums are quite useful when exploring the labyrinth, a zone which is accessed through a warped obelisk. The labyrinth's layout is randomized each time it is entered, and it can take several days for a colonist to fully explore or escape the zone. Mind-numb serums allow colonists trapped in the labyrinth to essentially ignore mood penalties from sleeping on the floor, eating without a table, being recreation-starved, or being in an ugly environment, allowing for more efficient exploration of the labyrinth. 
== Version history == 
* Anomaly DLC Release - Added.
Category:Drug Category:Serum