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		<id>https://rimworldwiki.com/index.php?title=Soundtrack&amp;diff=182217</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Soundtrack&amp;diff=182217"/>
		<updated>2026-07-19T22:12:22Z</updated>

		<summary type="html">&lt;p&gt;2A0B:F4C2:1:0:0:0:0:1: fix misspelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General. DLC. Also link from main page and other interlinking (version jistory is a good place to start). We almost certainly can't host the actual songs though, ideally they're legally available elsewhere to link to or embed. Further Version history - search &amp;quot;Music&amp;quot; to see}}&lt;br /&gt;
{{About|the soundtrack to RimWorld|the recreation type|Musical instrument}}&lt;br /&gt;
&lt;br /&gt;
The '''soundtrack''' of RimWorld is a collection of music by composer Alistair Lindsay, {{Check Tag |Only?}} that plays at various points throughout the game. Additionally, each [[DLC]],{{Check Tag|Verify All}} adds additonal tracks by the same composer.&lt;br /&gt;
&lt;br /&gt;
== Conditional play ==&lt;br /&gt;
Some tracks only play when conditons are met. &lt;br /&gt;
&lt;br /&gt;
== Track listing ==&lt;br /&gt;
&lt;br /&gt;
=== Core ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Track !! Track name !! Track length !! Play conditions &lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| RimWorld Trailer Music || 1:46 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| Entry Screen || 3:47 || Main Menu&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| Terraformer || 3:02 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| Moving On || 4:44 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| I Like It Here || 3:25 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 6 &lt;br /&gt;
| Night and Day || 4:08 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 7 &lt;br /&gt;
| Mirage || 6:50 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 8 &lt;br /&gt;
| Planetfall || 5:04 || Only during the day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
| Starscape || 4:48 || Only during the night{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 10 &lt;br /&gt;
| Here It Comes || 4:42 || There is an immediate threat present{{Hover title|Such as a raid or manhunter pack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 11 &lt;br /&gt;
| Chaos Bringer || 4:40 || There is an immediate threat present{{Hover title|Such as a raid or manhunter pack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 12 &lt;br /&gt;
| Riding Out || 5:10 || There is an immediate threat present{{Hover title|Such as a raid or manhunter pack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
| Close the Gates || 4:00 || There is an immediate threat present{{Hover title|Such as a raid or manhunter pack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 14 &lt;br /&gt;
| Tribal Assembly || 5:32 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 15 &lt;br /&gt;
| Ice Shaman || 4:28 || Only during winter{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| New Day || 1:31 || Only during the day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 17 &lt;br /&gt;
| Don't Freeze Up || 4:55 || There is an immediate threat present{{Hover title|Such as a raid or manhunter pack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 18 &lt;br /&gt;
| Alpaca || 3:59 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 19 &lt;br /&gt;
| Ceta || 4:12 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 20 &lt;br /&gt;
| Jovian Cycle || 4:48 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 21 &lt;br /&gt;
| Rough Trail || 4:24 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 22 &lt;br /&gt;
| Moon Harvest || 5:05 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 23 &lt;br /&gt;
| Space Junk || 4:02 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 24 &lt;br /&gt;
| Barnstar || 4:06 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 25 &lt;br /&gt;
| Cruel Sunrise || 0:50 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 26 &lt;br /&gt;
| Gathering In || 3:44 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 27 &lt;br /&gt;
| Seasons Turn || 3:51 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 28 &lt;br /&gt;
| These Lands || 5:04 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 29 &lt;br /&gt;
| Traces || 4:48 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 30 &lt;br /&gt;
| What Gravity || 4:08 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 31 &lt;br /&gt;
| Waiting For The Sun || 3:10 || During the credits, after the ship is launched. Persists into gameplay until the song ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Royalty DLC ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
27/02/2020 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Track !! Track name !! Track length !! Play conditions &lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Basileus || 4:28 || There is an immediate threat present{{Hover title|Such as a raid or manhunter pack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Succession || 6:35 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| On the Surface || 4:54 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| String Theory || 4:06 || Only if a colonist has the title of [[Baron]] or higher{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Information Entropy || 4:05 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Meditate on It || 4:19 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Fealty || 4:25 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Mind Map || 6:35 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Architect || 5:12 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Believe || 3:53 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| Block Universe || 5:12 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| Alignment || 4:52 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| Detached Viewpoint || 5:38 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly DLC === &lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
12/04/2024&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Track !! Track name !! Track length !! Play conditions &lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| A Twisted Path || 5:03 || During a passive Anomaly event{{Hover title|Such as during gray pall, when in the labyrinth, or when a pit gate is spawned, and as long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Spent Introject || 5:43 || There is an immediate Anomaly threat present{{Hover title|Such as a shambler swarm or cultist attack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Shambler's Blues || 5:53 || During a passive Anomaly event{{Hover title|Such as during gray pall, when in the labyrinth, or when a pit gate is spawned, and as long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Death Pall Rising || 5:39 || There is an immediate Anomaly threat present{{Hover title|Such as a shambler swarm or cultist attack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Abandoned By The Light || 5:17 || During a passive Anomaly event{{Hover title|Such as during gray pall, when in the labyrinth, or when a pit gate is spawned, and as long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Blood Rain Falling || 6:20 || During a passive Anomaly event{{Hover title|Such as during gray pall, when in the labyrinth, or when a pit gate is spawned, and as long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| They See You || 4:30 || There is an immediate Anomaly threat present{{Hover title|Such as a shambler swarm or cultist attack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Shadow Work || 5:12 || There is an immediate Anomaly threat present{{Hover title|Such as a shambler swarm or cultist attack|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Anomaly End Credits || 2:19 || After interacting with the [[void node]] and triggering Anomaly's credits&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Have They Come For Us || 7:55 || After advancing the [[monolith]], when performing a psychic ritual, or [[unnatural darkness]]{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| Is It Truly Alive || 5:14 || After advancing the [[monolith]], when performing a psychic ritual, or [[unnatural darkness]]{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Odyssey DLC ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
11 july 2025&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Track !! Track name !! Track length !! Play conditions &lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Wabi Sabi || 5:01 || Only in [[orbit]]{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Impermanent Waves || 5:18 || Any time of day{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Is There Still Time || 5:28 || During a raid in orbit&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Sky Farmer || 4:57 || Only in [[orbit]]{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Baubles || 3:56 || During a raid in orbit&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Floating Points || 5:08 || Only in [[orbit]]{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Low Planetary Orbit || 5:08 || Only in [[orbit]]{{Hover title|As long as there are no immediate threats present.|*}}&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| RimWorld Odyssey End Credits || 3:34 || After triggering the Odyssey credits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Release as DLC ==&lt;br /&gt;
On 15 January 2019,  the soundtrack became available to purchase on Steam, with all proceeds going directly to the composer, Alistair Lindsay. It includes 31 tracks from Core{{Check Tag|Verify}} in high-quality MP3 format as well as lossless FLAC format.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Added tension music from Alistair Lindsay when a combat situation is in progress&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Spacey new menu music from Alistair Lindsay. More in-game music and sound effects from Al added as well.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added several new songs from Alistair Lindsay.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - New end credits song from Alistair Lindsay.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added a bunch of new music from Alistair Lindsay.&lt;br /&gt;
* [[Royalty DLC]] Release - Added a full album worth of new music by Alistair Lindsay, with 13 new tracks totaling 1:04:14 in length.&lt;br /&gt;
* [[Ideology DLC]] Release - Added a new endgame credits to a new epic song by Alistair Lindsay.&lt;br /&gt;
* [[Version/1.3.3081|1.3.3081]] - Fix: Music doesn't play for about 2 minutes after loading a game.&lt;br /&gt;
* [[Anomaly DLC]] Release - Added a full album worth of new music by Alistair Lindsay, with 11 new tracks totaling 0:59:10 in length.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a new music system which can change between songs based on current game state. Fix: Rare music error when choosing a new song.&lt;br /&gt;
* [[Odyssey DLC]] Release - Added an album of new music by Alistair Lindsay, with 8 new tracks totaling 0:38:30 in length.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Changed Odyssey’s end credits music to use the correct track. Changed music track “Impermanent Waves” to be a non-combat song on the planet and in-orbit.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>2A0B:F4C2:1:0:0:0:0:1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Highmates&amp;diff=177952</id>
		<title>Highmates</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Highmates&amp;diff=177952"/>
		<updated>2026-03-20T06:01:34Z</updated>

		<summary type="html">&lt;p&gt;2A0B:F4C2:1:0:0:0:0:1: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Highmate&lt;br /&gt;
| image = Highmate.png&lt;br /&gt;
| description = Designed companions and concubines with a unique ability to psychically bond with a mate, highmates are empathic, beautiful, cheerful, and talented in social matters. They are also inept at manual tasks, physically weak, and mentally incapable of violence.&amp;lt;br/&amp;gt;On a few wealthy worlds, highmate xenogerms are commercially available and some people become highmates as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely. This particular line of highmate fits the fashions of classical Novaroma, but many other variants exist.&lt;br /&gt;
| short description = Designed companions and concubines with a unique ability to psychically bond with a mate, highmates are empathic, beautiful, cheerful, and talented in social matters. They are also inept at manual tasks, physically weak, and mentally incapable of violence.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| factionless generation weight = 1&lt;br /&gt;
| combat power factor = 0.8&lt;br /&gt;
| can generate as combatant = false&lt;br /&gt;
| genes = Thin body, Standard body, Sheer white skin, Blue skin, Purple skin, Gray hairless, Snow-white hair, Long-haired, Very attractive, Psy-sensitive, Violence disabled, Kind instinct, Delicate, Awful Mining, Awful Plants, Great Social, Very happy, Heat weakness, High libido, Psychic bonding&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Highmate&lt;br /&gt;
| label = highmate&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Highmate&lt;br /&gt;
}}&lt;br /&gt;
'''Highmates''' are a [[Xenotypes|xenotype]], commercially available to those who aspire to being one.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Empathic and effortlessly beautiful, these designed companions and concubines have the unique ability to psychically bond with a mate. In a certain context, they seem to be perfect - happy, charming, and kind. However, they are also inept at manual tasks, physically weak, and mentally incapable of violence even if their life depends on it.&lt;br /&gt;
&lt;br /&gt;
On a few wealthy worlds, highmate xenogerms are commercially available and some people become highmates as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely. This particular line of highmate fits the fashions of classical [[Lore#Novaroma|Novaroma]], but many other variants exist.&amp;lt;ref&amp;gt;[[Highmate]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;Biotech Preview 4&amp;quot;/&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;ref name=&amp;quot;Biotech Preview 4&amp;quot;&amp;gt;[https://store.steampowered.com/news/app/294100/view/3319740412995643281 Biotech Preview #4] Steam Announcement&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Highmates are similar to so-called &amp;quot;[[Lore#Other technologies|perfect mates]]&amp;quot; in both concept and name, however information of unknown canonicity implies that perfect mates are instead vatgrown from birth rather than a xenotype implanted onto existing people. Designer mates as mentioned in the Lore primer are also similar but are distinct as their traits are inheritable. &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Standard pawns from the primary factions do not spawn as highmates, likely because their violence inability prevents common uses. Instead, only select pawnkinds can spawn as highmates. These include:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top mw-collapsible {{#if:{{{3|}}}|mw-collapsed}}}}&lt;br /&gt;
|-&lt;br /&gt;
! Pawnkind !! Faction types !! Chance !! Notes&lt;br /&gt;
|- &lt;br /&gt;
! [[Outlanders#Town trader|Town trader]] &lt;br /&gt;
| [[Outlanders]] || 4% || Standard caravan trader&lt;br /&gt;
|-&lt;br /&gt;
! Space refugee &lt;br /&gt;
| ''N/A'' || 3% || Factionless pod occupants from the [[Events#Transport pod crash|Transport pod crash event]]&lt;br /&gt;
|-&lt;br /&gt;
! Refugee &lt;br /&gt;
| ''N/A'' || 2.5% || Quest refugee. See also the faction table below for quest factions. &lt;br /&gt;
|- &lt;br /&gt;
! Slave &lt;br /&gt;
| ''N/A'' || 3% || Standard slaver caravan and ship stock&lt;br /&gt;
|-&lt;br /&gt;
! Slave {{RoyaltyIcon}}&lt;br /&gt;
| [[Empire]] || 5% || Empire slaver caravan and ship stock &lt;br /&gt;
|-&lt;br /&gt;
! [[Empire#Imperial trader|Imperial trader]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Empire]] || 5% || Standard caravan trader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a highmate. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|highmate|Standard Pawn Highmate Chance|collapsed}}&lt;br /&gt;
&lt;br /&gt;
There is a chance to find dead highmates in [[scarlands]]{{OdysseyIcon}}, which require [[resurrection]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Because Highmates always sport irregular skin color and their distinguishable snow-white hair, Highmates tend to stick out more in large groups.&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Highmates have a gene complexity of 16[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.&lt;br /&gt;
&lt;br /&gt;
All highmates have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene EnhancedPsychicAbility.png|64|Psy-sensitive|Psy-sensitive}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PsychicBonding.png|64|Psychic bonding|Psychic bonding}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Sanguine.png|64|Very happy|Very happy}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MaxTemperatureSmallDecrease.png|64|Heat weakness|Heat weakness}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene ViolenceDisabled.png|64|Violence disabled|Violence disabled}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene KindInstinct.png|64|Kind instinct|Kind instinct}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Delicate.png|64|Delicate|Delicate (gene)}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HighLibido.png|64|High libido|High libido}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Beautiful.png|64|Very attractive|Very attractive}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Psy-sensitive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Psychic bonding]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Very happy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Heat weakness]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Violence disabled]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Kind instinct]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Delicate (gene)|Delicate]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[High libido]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Very attractive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor Blue.png|64|Blue skin|Blue skin}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor Purple.png|64|Purple skin|Purple skin}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor White.png|64|Sheer white skin|Sheer white skin}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene BodyThin.png|64|Thin body|Thin body}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene BodyStandard.png|64|Standard body|Standard body}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HairColor.png|64|Snow-white hair|Snow-white hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HairStyleLongOnly.png|64|Long-haired|Long-haired}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene GreylessHair.png|64|Grayless hair|Grayless hair}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Blue skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Purple skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sheer white skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Thin body]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Standard body]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Snow-white hair]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Long-haired]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Grayless hair]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene GreatSocial.png|64|Great social|Great social}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMining.png|64|Awful mining|Awful mining}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulPlants.png|64|Awful plants|Awful plants}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great social]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful plants]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Highmates' most ''attractive'' feature is their psychic bond gene, raising the mood and [[Consciousness]] of a single pawn (of compatible orientation). Psychic bonding doesn't check how distant pawns are, it only checks if pawns are on the same map. This can make [[caravan]]ing more difficult, but you don't have to bring your highmate into combat situations for the bond to count.&lt;br /&gt;
&lt;br /&gt;
Psychic bond doesn't just result in the {{+|12}} mood from the bond itself. Pawns will immediately have +75 [[opinion]] with a new highmate lover (beauty, being lover). With no other opinion modifiers, this results in another {{+|7}} ''Opinion of my &amp;lt;lover/spouse&amp;gt;'' moodlet.{{Check Tag|Thought Template}} And this isn't including the [[Lovin]]' that the pawns will do. Age matters - elderly pawns won't do nearly as much Lovin'. On the other hand, a younger couple might have to deal with [[reproduction|pregnancy]]. [[Fertility procedures]] can be researched if you want to stop that.  Highmates can be paired with depressive or otherwise low-mood pawns to ease their worries. You can also pair them with an important colonist, who you don't want going into [[mental breaks]].&lt;br /&gt;
&lt;br /&gt;
On their own, highmates are incapable of violence and awful at Plants and Mining. They can do most other tasks reasonably well, depending on the specific colonist. Psychic bonding's {{+|15%}} Consciousness also affects the highmate, resulting in increased [[Manipulation]] and thus increased work speed. Highmates are also great at Social, and due to all the mood bonuses, are very resistant to mental breaks. &lt;br /&gt;
&lt;br /&gt;
If you don't want a specific highmate in your colony, it's best to eliminate them quickly. Highmates romance quickly and with 100% success, meaning they'll be &amp;quot;stuck&amp;quot; to another colonist in no time.&lt;br /&gt;
&lt;br /&gt;
There is no penalty for having the bond mate be imprisoned or enslaved. Slaves and prisoners don't increase [[Raid points]] as much as full-fledged colonists do and do not attempt to romance colonists. A bedridden, imprisoned &amp;quot;bond slave&amp;quot; can provide full benefits of bonds at minimal cost and risk. Note that lovin' cannot occur between a colonist and a prisoner/slave.&lt;br /&gt;
&lt;br /&gt;
=== Synergy with other DLC ===&lt;br /&gt;
[[Psychic harmonizer]]{{RoyaltyIcon}} - thanks to Psychic Sensitivity, psychic bonding, higher natural mood, and capacity for Lovin', Highmates are a natural fit for the harmonizer, which increases other's mood as the user is happy.&lt;br /&gt;
&lt;br /&gt;
[[Psycast]]ers{{RoyaltyIcon}} - With the boosts from both psy-sensitive and psychic bond, highmates are capable psycasters. They have more neural heat, and regenerate both heat and psyfocus faster than baseliners. This also allows them to make significant contributions in combat, despite their non-violence, though care must be taken to keep them behind other pawns and away from damage due their delicacy.&lt;br /&gt;
&lt;br /&gt;
Ideoligious [[Role]]s{{IdeologyIcon}} - Highmates have a naturally high Social skill, making them great candidates for a Leader or Moral Guide. Thanks to their natural happiness (from both the gene and the amount of Lovin'), the increased [[expectations]] from these roles are not as much of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
Some of the more valuable genes that highmates have to [[gene extractor|extract]] are:&lt;br /&gt;
* [[Psychic bonding]] - Gives access to psychic bonding, without the restrictions of being a highmate. This makes pawns more effective so long as they remain lovers, but makes [[death]] more devastating. Also makes [[caravan]] trips harder.&lt;br /&gt;
* [[Kind instinct]] - The [[kind]] trait prevents pawns from starting social fights, for the cost of {{--|1}} [[metabolic efficiency]]. The kind trait can also give others a {{+|5}} ''Kind Words'' [[mood]]let. {{Check Tag|Thought Template}}&lt;br /&gt;
: This gene can be combined with [[Aggressive]] or [[Hyper-aggressive]] to negate the extra social fights while having a positive metabolic impact. The aggressive genes will still increase the chance of violent mental breaks, however.&lt;br /&gt;
* [[High libido]] - Makes Lovin' more common, for 1 complexity and no change in metabolism.&lt;br /&gt;
* [[Psy-sensitive]] - While not the largest boost to [[psychic sensitivity]], the boost from psy-sensitive is a significant buff to any psycasters until [[Super psy-sensitive]] can be acquired.&lt;br /&gt;
* [[Violence disabled]] - For colonists already incapable of violence it's a straightforward {{+|3}} metabolism. Disables [[Nearsighted]], [[Weak melee damage|Weak]] or [[Strong melee damage]], and [[Kill thirst]]. &lt;br /&gt;
: Useful for making ranged specialized [[Dirtmoles]] or [[Pigskins]] when implanted together with Aggressive or Hyper-Aggressive; colonists retain the ability to fight but become equally as accurate and strong as baseline humans in combat. &lt;br /&gt;
&lt;br /&gt;
Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a highmate, all of their genes will be replaced, including psychic bonding. This also applies to certain other xenotypes. Don't install Kind Words on a [[hussar]] to negate Hyper Aggressive, unless you're prepared to erase and/or replace all of their existing genes.&lt;br /&gt;
&lt;br /&gt;
Replacing Psychic bonding will erase existing bonds without causing any penalties to either side.&lt;br /&gt;
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{{Biotech navbox}}&lt;br /&gt;
{{#set:Image = [[File:Highmate.png]]}}&lt;br /&gt;
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[[Category:Xenotypes]]&lt;/div&gt;</summary>
		<author><name>2A0B:F4C2:1:0:0:0:0:1</name></author>
	</entry>
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