RimWorld Blood Rot: Keep Quest Pawns Alive Without Glitterworld Medicine

COLONY HANDBOOK / HEALTH & MEDICINE

Blood rot is a Royalty disease that arrives with hospitality quests. Untreated, it rises 40% per day and kills in about 2.5 in-game days. A tend of 40% quality or better stops the climb. It clears by itself after 30–40 days, and ten glitterworld medicine buys an instant cure. For most quests, you just keep the patient alive until the shuttle comes.

PC 1.6.4871 · Royalty required · Unmodded · Updated September 30, 2026

+40% / dayUntreated severity. Death at 100%, about 2.5 days in.
40% tendHolds it flat. Every point above that pushes it down.
30–40 daysClears on its own. There is no immunity race.
RimWorld blood rot quest guests in hospital beds with a sample health panel showing severity, tend quality and the self-clear countdown
Quest patients in medical beds, with example Health readings. The time in brackets is when blood rot clears on its own. View full size.

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What to do when blood rot patients arrive

  1. Open each patient's Health tab and set Medical care. Choose industrial-tech medicine or worse for daily tends. Quest prisoners and animals start at herbal medicine or worse. Quest guests who join your colony get your colonist default, which is best quality medicine unless you changed it.
  2. Have a doctor and a free medical bed ready. A human patient has to lie in a bed to be tended by someone else. Blood rot patients walk to a bed on their own when a tend is due, then get up again. They don't need bed rest between tends.
  3. Get the first tend done within the day. Every untreated hour adds about 1.7 points of severity. A fresh arrival starting at 0.1% can wait a few hours, but not days.
  4. Re-tend when the tooltip says so. Hover the disease. Can be tended in counts down to the next allowed tend (24 hours after a fresh tend). Tending expires in counts to the moment the full +40% rate returns.
  5. Stock one medicine per patient per day, plus spares. A 15-day wait for three guests takes about 42 industrial medicine, so keep 45 or more.
You don't need 10 glitterworld medicine to keep them alive. The quest letter says blood rot "generally cannot be cured outright". That line refers to the expensive operation. Ordinary tends are the intended treatment.

How fast blood rot kills

Blood rot starts at 0.1% severity and gains 40 percentage points per day while untreated. At 100% the patient dies. From a fresh case that is about 2.5 in-game days. If you are reading an older guide that says 60% per day and 1.67 days, it describes the early Royalty build. Update 1.1.2654 cut the rate to 40%, and it is still 40% in 1.6.

While a tend is active, the daily change is +40% minus the tend quality. That gives you one line to watch:

Severity change per in-game day while a tend is active
Tend qualitySeverity per dayWhat you see
None / expired+40%Death in 2.5 days from a fresh case
20%+20%Slower, still fatal on a long quest
40%±0Holds flat
70% (herbal cap)−30%Falls
100% (industrial cap)−60%Falls fast
130% (glitterworld cap)−90%Fastest possible drop
RimWorld blood rot severity change per day by tend quality: untended reaches 100 percent at 2.5 days, a 40 percent tend holds flat, 70 and 100 percent tends reverse it
Same patient, first tended at 12 hours. View full size.

A great tend still doesn't remove it. Severity can't drop below its 0.1% floor, so the disease stays on the Health tab until its own timer runs out or you cure it. Seeing "blood rot" after a 100% tend doesn't mean the treatment failed.

Stages

SeverityStageEffects
Below 60%MinorBlood filtration and blood pumping −5%
60% to under 85%Major−10% to both; vomits about every 1.5 days
85% to under 100%Extreme, life-threatening−15% to both; +5% pain; vomits about every 0.75 days
100%—Death

The patient also gets the −5 Sick mood thought for the whole illness. The penalties are mild, so a minor-stage guest can keep working between tends. If you see major or extreme, the tends aren't keeping up. Check the doctor's skill, the Medical care setting, and whether the last tend expired.

Why the severity bar is still climbing

The number that matters is the rolled tend quality shown when you hover blood rot. Here is how the game gets there:

  1. Doctor: the doctor's Medical tend quality stat. With healthy sight and hands, Medicine 0 gives 20%, Medicine 6 gives 80%, Medicine 8 gives 100%. Above that it grows more slowly: 110% at 10, 120% at 12, 155% at 20.
  2. Medicine: multiply by potency. None 0.3, herbal 0.6, industrial 1.0, glitterworld 1.6.
  3. Bed: add the bed's bonus. Hospital bed +10 points; a powered vitals monitor next to it +7 more. Ordinary beds, bedrolls and animal beds add nothing.
  4. Self-tend: ×0.7 if the patient tends themself.
  5. Cap and roll: the result, the base tend, is capped by the medicine (70% for herbal or none, 100% industrial, 130% glitterworld). Then the game rolls ±25 points and caps it again.

Because high rolls get cut off at the cap, the real average can be lower than the base. A 65% base with herbal medicine averages about 61%.

Room cleanliness and lighting aren't part of this formula. A dark room only matters if it lowers the doctor's Sight. Cleanliness affects surgery and infection chances, not blood rot tends.

RimWorld blood rot tend quality ranges for no medicine, herbal, industrial and glitterworld medicine compared with the 40 percent line
The red part of a bar is the share of rolls that land under 40%. View full size.

The lowest doctor that never rolls under 40%

The roll never lands more than 25 points below the base, so a base of 65% or more means every tend clears 40%. These are the lowest Medicine levels that reach it, for a healthy doctor who isn't self-tending:

BedRimWorld herbal medicineHerbalRimWorld industrial medicineIndustrialRimWorld glitterworld medicineGlitterworld
Ordinary bedMedicine 10Medicine 5Medicine 3
Hospital bedMedicine 8Medicine 4Medicine 2
Hospital bed + vitals monitorMedicine 6Medicine 3Medicine 1

Without medicine, no doctor gets there. The best case, Medicine 20 at a hospital bed with a monitor, still misses about one tend in thirty.

Missing a few rolls is usually survivable

A tend that lands under 40% doesn't doom the patient. A Medicine 6 doctor using herbal medicine in an ordinary bed has a 48% base tend. About one tend in three lands low, but a bad roll only adds up to 17 points that day, and good days pull severity back down. Over a 25-day wait, severity usually peaks around 30%. Occasionally a long run of bad rolls pushes it past 55%, and in rare cases it kills. Industrial medicine, or a hospital bed with a vitals monitor, makes every tend clear 40%. A hospital bed alone raises the base to 58% but still leaves about one tend in seven under the line.

What actually kills blood rot patients is usually one of these:

  • The tend lapsed. The doctor was drafted, asleep or busy, or the patient couldn't reach a bed. Each untreated day adds the full 40%.
  • Care is set to herbal or no medicine and the doctor is weak. Medicine 3 with herbal has a 30% base, which fails over a long quest.
  • Self-tending. The ×0.7 penalty can drop a borderline doctor under the line.
  • Several patients, one doctor. Tends run late while the doctor works through the queue.

Check Medical care before blaming the doctor

Each patient's Medical care setting decides which medicine a doctor is allowed to use on them, for tends and for surgery. Quest pawns get a default based on what they are, and those defaults are the most common hidden problem with blood rot.

RimWorld default Medical care for quest guests, quest prisoners and quest animals with blood rot
Defaults from the game's standard settings. You can change them globally in the Medical defaults menu. View full size.
Quest patientStarts withWhat to change
Guests who join your colonyBest quality medicineLower to industrial-tech so routine tends don't use glitterworld medicine
Prisoners you guardHerbal medicine or worseRaise to industrial-tech if the doctor can't hold 40% with herbal
Animals you shelterHerbal medicine or worseRaise to industrial-tech; animals can't use hospital beds

The same setting controls the cure operation. The operation accepts only glitterworld medicine, so it never starts while the patient is limited to herbal or industrial. Switch to best quality medicine before adding the bill, then back afterwards.

Blood rot tend and medicine calculator

Pick your doctor, medicine and bed, then copy the patient's current readings from the blood rot tooltip. The calculator shows the tend range, how severity moves, and how the patient is likely to do until the shuttle, assuming each tend happens as soon as the game allows it.

Skill values assume normal Sight and Manipulation. If the doctor is injured, read Medical tend quality on their info card and pick the skill row with the closest value. The medicine count assumes no tends are missed.

One tend a day, and 30–40 days to clear

A blood rot tend lasts 27 hours. You can re-tend in the last three hours. The first re-tend opens 24 hours after a fresh tend. After that, a doctor who re-tends as soon as allowed carries three hours over each time, so later tends come about every 27 hours. Plan on a little under one medicine per patient per day.

The disease has its own countdown, shown in brackets next to its name. It rolls once, between 30 and 40 days, when the patient catches it. There is no immunity bar, so these don't speed it up:

  • Bed rest, hospital beds and Immunity Gain Speed.
  • Penoxycyline. It only blocks malaria, sleeping sickness and plague, and never cures an existing case.
  • Ideology's biosculpter medic cycle. Blood rot isn't on its cure list.
  • Tending a lot. Unlike gut worms, blood rot doesn't disappear after enough total tend quality.

Every quest shuttle is due within 25 days, so guests almost always leave still sick. That's fine. Keep them alive until the shuttle picks them up.

The real cures: operation, healer serum, or waiting

OptionCost and requirementCatch
RimWorld glitterworld medicineCure blood rot operation10 glitterworld medicine, a Medicine 5+ surgeon, 2,000 work. Works on humans and animals.Surgery can fail. Success is capped at 98%, and a failed attempt uses up the medicine without curing. Medical care must be set to best quality medicine.
RimWorld healer mech serumHealer mech serumOne serum (market value 1,300).Fixes the single worst condition. Below 80% severity, blood rot waits behind someone about to bleed out, a brain scar, a missing body part at least hand-sized, an eye scar, or a deadly disease with an immunity bar. At 80% it joins the top-priority life-threatening group, but another whole-body condition in that group, such as heavy blood loss or a second disease near its lethal point, can still be picked first.
RimWorld industrial medicineWait it outAbout one medicine per day for 30–40 days.The standard answer for quest pawns, who usually leave before it clears.

For a quest guest who leaves in a week, ten glitterworld medicine (market value 500) is a poor trade next to seven industrial medicine (126). The operation makes sense when a colonist is sick and you don't want to spend a month on tends. That usually means a quest guest you later recruit, or a patient whose doctor can't reach 40%.

Cryptosleep isn't a cure. A pawn in a casket doesn't progress at all, so severity and the 30–40 day countdown both pause. A quest pawn in a casket also can't walk onto the pickup shuttle.

Should you take a blood rot quest?

Blood rot comes from the Royalty hospitality quests: guests to host, prisoners to guard, or animals to shelter. It doesn't appear as a random disease in normal play, because no vanilla biome includes it in its disease list. When the quest rolls blood rot, every lodger has it.

When a hospitality quest can roll blood rot
QuestBlood rot possible fromPossible conditions at that level
Guests (join your colony)Above 700 threat pointsWon't work, mood requirement, paralytic abasia or blood rot. Blood rot is about 1 in 7.
PrisonersAbove 499 threat pointsFrom about 500 points, only paralytic abasia or blood rot, 50/50
AnimalsAbove 700 threat pointsFrom about 700 points, only paralytic abasia or blood rot, 50/50

That's why quest prisoners at mid-game threat levels seem to always have blood rot or paralytic abasia: there's no condition-free option left. The quest can't give both at once in 1.6.

How long you host them

The letter tells you the wait. Most quests set it between 5 and 25 days; some threat versions use 5–15 or 10–25. Versions that send two or three raids in quick succession bring the shuttle in 12–36 hours. In those, raids are the real danger, and one or two tends cover the disease.

Reward vs. medicine

Blood rot raises the quest's reward budget by 70 per human lodger per day of waiting. That's about four times the 18-silver value of the industrial medicine that keeps them alive (animal lodgers count by body size). A quiet 15-day quest with three guests costs about 45 industrial medicine and a doctor's time. If you have the stock and a Medicine 5 doctor, it's usually a good deal.

What fails the quest

EventResult
A lodger diesQuest fails; −5 goodwill with the faction that asked
A lodger leaves the map, is left behind, or runs wildQuest fails; −5 goodwill
You recruit or enslave a guarded prisonerQuest fails; −5 goodwill
A violating surgery on a lodgerQuest fails; −5 goodwill. The cure blood rot operation isn't a violation.
You arrest a guestQuest fails. The quest adds no goodwill penalty of its own.
The pickup shuttle is destroyedQuest fails; −5 goodwill; lodgers leave on foot

Skip the quest if you have no reliable doctor, fewer industrial medicine than patients × days, or a raid-heavy version while your defenses are thin. Five guests or ten prisoners use the same rules, just five or ten times the medicine and doctor time. Add a second doctor before accepting.

Quest pets: why the cure won't start

Animal lodgers join your colony as your animals for the quest. That gives them the tamed-animal default: herbal medicine or worse. Two things follow:

  • The cure bill never starts. A doctor only fetches medicine the patient's Medical care allows. The operation needs glitterworld medicine, so it just sits there, even with ten in storage. If you force it, the reason can show as missing glitterworld medicine. Set the animal to best quality medicine.
  • Tends are weaker. Animals can't use hospital beds, and animal beds add no tend bonus. With herbal medicine, a Medicine 6 doctor's base tend is 48%. Move the animal to industrial-tech medicine to get it clear of 40%.

Animals don't have to be in a bed to be tended. They just have to be lying down or downed, so a doctor can treat a resting pet in place.

Blood rot vs. lung rot

Blood rotLung rot
SourceRoyalty hospitality questsBreathing rot stink gas
Untreated+40% per day+30% per day
Tend that holds it40%30%
One tend lasts27 hours51 hours
Clears after30–40 days4–8 days
Main effectBlood filtration and pumpingBreathing and pain
Dedicated cure10 glitterworld medicine operationNone

Neither disease has an immunity bar. Both are timers you tend through. Plague and sleeping sickness are different: they're races against immunity, and bed rest matters. The plague treatment guide covers that.

Quick answers

Does blood rot need glitterworld medicine?

No. Glitterworld medicine is only needed for the instant cure. Industrial medicine from a Medicine 5 doctor never rolls under 40%, which is all you need.

How long does blood rot last?

30 to 40 in-game days, fixed when the patient catches it. The Health tab shows the remaining time in brackets.

Why is severity going up after a good tend?

The tend expired, or the roll landed under 40%. Hover blood rot and check the tend quality and Tending expires in line.

Can herbal medicine treat blood rot?

Yes, with a good enough doctor. It never misses from Medicine 6 at a hospital bed with a vitals monitor, or Medicine 10 in an ordinary bed. Weaker doctors roll under 40% more often.

Can colonists catch blood rot from quest guests?

No. It doesn't spread between pawns in vanilla, so you don't need to quarantine.

Do console players get the same numbers?

These values are from PC 1.6 with Royalty. Console versions that include the same Royalty update should match, but check the Health tooltip in your own game.