Difference between revisions of "Characters"

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==Traits==
 
==Traits==
 
+
{{:Traits}}
Most traits currently have no perceptible effect on the game and are there just to give more consistency to characters and to allow more complex player-conceived stories based on those characters.
 
 
 
They include :
 
<!-- There is currently 180 traits, divided into 4 columns, 45 per row. When adding to the columns, add to the left most column first, then continue on. -->
 
{|
 
|
 
*Absent-minded
 
*Addicted to (Substance A, Substance B, Facebook)
 
*Agoraphobic
 
*Alcohol intolerance
 
*Allergic to (Food, Animal)
 
*Amnesiac
 
*Animal lover
 
*Artificial arms
 
*Artificial eye
 
*Artificial hands
 
*Artificial heart
 
*Artificial legs
 
*Artificial lungs
 
*Artistic
 
*Ascetic
 
*Attentive
 
*Bad back
 
*Bad eyesight
 
*Bestiality thirst
 
*Body scars
 
*Bowlegged
 
*Broad-minded
 
*Burn scars
 
*Business acumen
 
*Callous
 
*Carefuly
 
*Cat lover
 
*Celebrity fan
 
*Changing personality
 
*Charisma
 
*Chauvinistic
 
*Chummy
 
*Chronic pain
 
*Chronically depressed
 
*City slicker
 
*Claustrophobic
 
*Clueless
 
*Colorblind
 
*Compulsive gambler
 
*Compulsive liar
 
*Compulsive partier
 
*Compulsive thief
 
*Compulsively generous
 
*Congenial
 
*Confused
 
*Cosmetic genemod
 
*Cosmetic surgery
 
|
 
*Cowardly
 
*Criminal reputation
 
*Culturally adaptable
 
*Deaf
 
*Digital brain
 
*Disfigured
 
*Disowned by family
 
*Distractible
 
*Dog lover
 
*Double-jointed
 
*Dull
 
*Dreamer
 
*Dyslexic
 
*Eidetic memory
 
*Empathy
 
*Epileptic
 
*Evil
 
*Excommunicated
 
*Facial scars
 
*Famous
 
*Fashion knowledge
 
*Fear of loud noise
 
*Flat-footed
 
*Flatulent
 
*Former addict
 
*Fragile
 
*Fur
 
*Gadgeteer
 
*Goes berserk
 
*Gullible
 
*Gunslinger
 
*Gunsmith
 
*Greedy
 
*Hamfisted
 
*Hates technology
 
*Hates foreigners
 
*Hears voices
 
*Hemophiliac
 
*Hemophobic
 
*High pain treshold
 
*History of murder
 
*Hoarder
 
*Honest
 
*Horrible hangovers
 
*Humble
 
|
 
*Hunchback
 
*Illuminati connections
 
*Imaginative
 
*Impersonator
 
*Impulsive
 
*Incurious
 
*Indecisive
 
*Innumerate
 
*Insomniac
 
*Intolerant
 
*Jealous
 
*Killjoy
 
*Kleptomaniac
 
*Klutz
 
*Knitter
 
*Lame
 
*Language talent
 
*Lazy
 
*Leader
 
*Lecherous
 
*Leper
 
*Loner
 
*Low pain treshold
 
*Math talent
 
*Megalomaniac
 
*Mind reader
 
*Miserly
 
*Missing eye
 
*Missing finger
 
*Musician
 
*Nervous stomach
 
*Neurological disorder
 
*Night blind
 
*Nightmares
 
*No identity
 
*No sense of humor
 
*Nocturnal
 
*Noisy
 
*Nose job
 
*Nosy
 
*Numb
 
*Nymphomaniac
 
*Oracular visions
 
*Overconfident
 
*Paranoid
 
|
 
*Pious
 
*Photographic memory
 
*Poor self-esteem
 
*Pregnant
 
*Prone to anger
 
*Proud
 
*Pyromaniac
 
*Radiation tolerance
 
*Raised by animals
 
*Runner (+~10% Movement Speed)
 
*Sadistic
 
*Scrubber lungs
 
*Secret identity
 
*Selfish
 
*Selfless
 
*Sexual deviant
 
*Sexually inexperienced
 
*Short attention span
 
*Shy
 
*Smells bad
 
*Spits on floor
 
*Split personality
 
*Squeamish
 
*Stubborn
 
*Stutter
 
*Tattooed
 
*Telescopic vision
 
*Terminal illness
 
*Terrifying appearance
 
*Ticklish
 
*Tough (+50 HP)
 
*Tuneless humming
 
*Trivial delusion
 
*Truthful
 
*Uncreative
 
*Universal digestion
 
*Unlucky
 
*Vat-grown
 
*Vehicle mechanic
 
*Veteran
 
*Weak
 
*Weather predictor
 
*Weaver
 
*Well-traveled
 
*Workaholic
 
|}
 
Don't hesitate to add one to the list if it's missing!
 
 
[[Category:Main]]
 
[[Category:Main]]
 
[[Category:Characters]]
 
[[Category:Characters]]

Revision as of 10:23, 23 October 2013

RimWorld is a game based on the story of its characters, either player-managed colonists or AI-controlled wanderers and raiders.

Each character has two sets of attributes, a basic set of skills and a two-part backstory (childhood and adulthood) that affect the starting skills and (in)abilities of the characters.

Skills

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social

Skills preview.png
Increasing skills of a colonist that's currently building something.

Every pawn in RimWorld has a set of skills which govern their speed and success in the various types of work.

Performing certain jobs will award experience points (XP) towards improving a pawn's skill, reflected by their skill level. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane. Pawns may have a Passion for a skill which increases the rate of XP gain and mood, represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's backstory or traits, which is represented by " -- " dashes in place of the level number.

A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor quality crafting products.

Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.

Summary

Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience. Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work. Skills are leveled up individually, and there is no single "character level" as in many role playing games.

In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development. See the main article on skill training for more information.

Skills vs work types

Skills and work types (or "tasks") are two different, but related, concepts. In some cases, like "mine" (work type) and "mining" (skill), there is an almost perfect correspondence, but in many other cases there is not: the work types "tailor" and "smith", for example, are associated with the crafting skill. Some tasks listed on the work tab do not even have an associated skill (eg. "haul", "clean" and "firefight").

The Work tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box). It also shows you if the colonist has a passion for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border). Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.

In general, you want colonists to perform tasks they are good at (it is productive for your colony), as well as tasks they are passionate for (improves the associated skill faster and also keep them happy while working).

Improving skills

Skill leveling in RimWorld is very similar to many role playing games: experience points are constantly earned, and the skill is leveled up when certain thresholds are reached. Importantly, the effect of a skill improves by level, but it costs more and more XP to gain another level in a skill. This means that skill training is more effective the lower the skill level is.

When a player pawn gains a new level in a skill, a text mote will be displayed.

Experience points are generally gained at consistent rate per unit time - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it. As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.

Regardless of how XP is gained, it is multiplied by Passion and Global Learning Factor in the following way:

Real XP gained = Global Learning Factor x Passion Multiplier x Base XP gained

Additionally, there is a soft cap of 4000 net XP gained per day per skill. Any XP gains past this point are multiplied by 20%.[Clarify] This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from Skilltrainers does not apply to this cap, nor is it affected by the 20% multiplier.

Passion

Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's Bio tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a mood boost when performing activities related to the skill. Skill gains from using a skilltrainer are influenced by passion, making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however childrenContent added by the Biotech DLC may gain passions at growth moments and the addition or removal of Skill Aptitude xenogenesContent added by the Biotech DLC can also affect passions.[Incapable of?]

The three levels of passion are:

None:  No flames. 35% multiplier on experience gain. This is the most common passion level.
PassionMinor.png
Interested:  One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks.
PassionMajor.png
Burning:  Two flames. 150% multiplier on experience gain and +14 mood ("Burning passion for my work") while performing related tasks.

Global Learning Factor

A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.

Offsets

Factors

Experience multiplier table

Global Learning Factor 25% 45% 50% 70% 100% 120% 125% 145% 175% 195% 200% 220% 250% 270% 275% 295% 300% 305% 320% 325% 345%
None 8.75% 15.75% 17.5% 24.5% 35% 42% 43.75% 50.75% 61.25% 68.25% 70% 77% 87.5% 94.5% 96.25% 103.25% 105% 106.75% 112% 113.75% 120.75%
PassionMinor.png 25% 45% 50% 70% 100% 120% 125% 145% 175% 195% 200% 220% 250% 270% 275% 295% 300% 305% 320% 325% 345%
PassionMajor.png 37.5% 67.5% 75% 105% 150% 180% 187.5% 217.5% 262.5% 292.5% 300% 330% 375% 405% 412.5% 442.5% 450% 457.5% 480% 487.5% 517.5%

Decay

Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.

XP decays at an accelerated rate with higher skill levels. This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by time spent on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession.

The Great Memory trait halves the skill decay rate for a pawn.

Skill point acquisition strategy

The above implies that on average it is better to spread out the skill training over several colonists instead of having only one "expert", except for the artisan professions where it is usually good to have true experts in the colony.

For example, you need to acquire about 150,000 XP to make one colonist a "region-known master" (level 16); the same amount of XP would be enough to have three colonists at level 9 ("solid professional"). This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything quality is a notable exception to this.

Experience table

Level 20 is the highest skill level achievable for a pawn.

Level Name Total experience required Experience till next level Experience decay rate (exp/day)
- Incapable - - -
0 Barely heard of it 0 1000 0
1 Utter Beginner 1000 2000 0
2 Beginner 3000 3000 0
3 Basic Familiarity 6000 4000 0
4 Some Familiarity 10000 5000 0
5 Significant Familiarity 15000 6000 0
6 Capable Amateur 21000 7000 0
7 Weak Professional 28000 8000 0
8 Employable Professional 36000 9000 0
9 Solid Professional 45000 10000 0
10 Skilled Professional 55000 12000 30
11 Very skilled Professional 67000 14000 60
12 Expert 81000 16000 120
13 Strong Expert 97000 18000 180
14 Master 115000 20000 300
15 Strong Master 135000 22000 540
16 Region-Known Master 157000 24000 840
17 Region-Leading Master 181000 26000 1200
18 Planet-Known Master 207000 28000 1800
19 Planet-Leading Master 235000 30000 2400
20 Legendary Master 265000 32000 3600

Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points

List of skills

Using or applying skills will give experience in the skill, and improve the character's proficiency. How much experience is gained depends on the passion for the skill. See passion below.

On this page, where experience gains are listed, an "Interested" passion with 100% skill gain is assumed. Note that this is not the "default" passion; "no passion" at 35% gain is far more common.

Animals

The animals skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while hunting wild animals.

Higher animals skill has the following benefits:

  • Chance to tame a wild animal increases. Some animals can not even be attempted to be tamed if the animals skill is too low.
  • Chance to successfully train a domesticated animal increases.
  • Animal handling, such as milking and shearing certain livestock, becomes more efficient, with a lower chance of wasting products.
  • Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races. The more wild a race is, the higher the animals skill required to be assigned its master.
  • It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating. It still requires shooting skill for the colonist to be able to kill the animal.
 DescriptionBase FactorBonus Factor
Animal Gather SpeedThe speed at which this person milks, shears, and otherwise gathers resources from animals.0.040.12
Animal Gather YieldThe 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.
Hunting StealthThis stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.00.05
Tame Animal ChanceThe 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.0.040.03
Train Animal ChanceThe 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.0.10.05

Artistic

The artistic skill is the proficiency to create beautiful works of art at an art bench.

Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.

The beauty and market value of sculptures increases tremendously at the highest quality levels. Combined with the fact that trade partners pay more for works of art compared to other items, this makes artistic a useful skill outside of decorating the home base.

Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.

Construction

The construction skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:

  • Making all kinds of structures, like furniture, walls, power lines and spaceship parts. If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill. Many structures require a minimum skill to make.
  • Deconstructing existing structures back into raw materials.
  • Building and tearing down roofs.
  • Laying and removing flooring, like carpet, concrete and stone tiles.
  • Smoothing rock walls and stone floors.

Higher construction skill will

  • allow the construction of more difficult to build structures.
  • increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.
  • reduce the chance of a construction effort to be "botched", which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted). The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.
  • increase the chance to make higher quality items, for items that have a quality rating, such as furniture.

Construction outcomes are influenced by the manipulation and sight capacities of the colonist.

Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.

 DescriptionBase FactorBonus Factor
Construct Success ChanceThe chance that this person will succeed in constructing something. Failing means wasting time and resources.
Construction SpeedSpeed at which this person constructs and repairs buildings.0.30.0875
Repair Success ChanceThe 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.
Smoothing SpeedA multiplier on the speed at which this person smooths rough stone floors and walls.0.30.0875
  • Items with a required Construction skill level:
    Name Level
    Gold tile 3
    IED EMP trap 3
    IED antigrain warhead trap 3
    IED firefoam trap 3
    IED incendiary trap 3
    IED smoke trap 3
    IED trap 3
    Silver tile 3
    Spike trap 3
    Steel tile 3
    Stone tile 3
    Biofuel refinery 4
    Deep drill 4
    Dining chair 4
    Drug lab 4
    Electric crematorium 4
    Electric smelter 4
    Electric stove 4
    Electric tailor bench 4
    Fueled smithy 4
    Hydroponics basin 4
    Machining table 4
    Tool cabinet 4
    Wind turbine 4
    Wood-fired generator 4
    Armchair 5
    Comms console 5
    Cooler 5
    Couch 5
    Electric smithy 5
    Firefoam popper 5
    Foam turret 5
    Heater 5
    Mini-turret 5
    Mortar 5
    Nutrient paste dispenser 5
    Rocketswarm launcher 5
    Sarcophagus 5
    Ship structural beam 5
    Autocannon turret 6
    Autodoor 6
    Billiards table 6
    Chemfuel powered generator 6
    Fabrication bench 6
    Hi-tech research bench 6
    Moisture pump 6
    Ornate door 6
    Pod launcher 6
    Poker table 6
    Solar generator 6
    Sterile tile 6
    Transport pod 6
    Uranium slug turret 6
    Watermill generator 6
    Tube television 7
    Cryptosleep casket 8
    Flatscreen television 8
    Geothermal generator 8
    Ground-penetrating scanner 8
    Hospital bed 8
    Long-range mineral scanner 8
    Multi-analyzer 8
    Royal bed 8
    Sensor cluster 8
    Ship computer core 8
    Ship cryptosleep casket 8
    Ship engine 8
    Ship reactor 8
    Vitals monitor 8
    IED deadlife trap Content added by the Anomaly DLC
    Bioferrite plate Content added by the Anomaly DLC 4
    Electric inhibitor Content added by the Anomaly DLC 4
    Electroharvester Content added by the Anomaly DLC 4
    Atmospheric heater Content added by the Anomaly DLC 6
    Bioferrite generator Content added by the Anomaly DLC 6
    Security door Content added by the Anomaly DLC 7
    IED tox trap Content added by the Biotech DLC 3
    Pollution pump Content added by the Biotech DLC 3
    Band node Content added by the Biotech DLC 4
    Deathrest accelerator Content added by the Biotech DLC 4
    Gene assembler Content added by the Biotech DLC 4
    Gene bank Content added by the Biotech DLC 4
    Gene extractor Content added by the Biotech DLC 4
    Glucosoid pump Content added by the Biotech DLC 4
    Hemogen amplifier Content added by the Biotech DLC 4
    Hemopump Content added by the Biotech DLC 4
    Psychofluid pump Content added by the Biotech DLC 4
    Subcore encoder Content added by the Biotech DLC 4
    Toxifier generator Content added by the Biotech DLC 4
    Large mech recharger Content added by the Biotech DLC 5
    Mech booster Content added by the Biotech DLC 5
    Subcore softscanner Content added by the Biotech DLC 5
    Gene processor Content added by the Biotech DLC 6
    Large mech gestator Content added by the Biotech DLC 6
    Subcore ripscanner Content added by the Biotech DLC 6
    Wastepack atomizer Content added by the Biotech DLC 8
    Gibbet cage Content added by the Ideology DLC 4
    Skullspike Content added by the Ideology DLC 4
    Hex carpet Content added by the Ideology DLC 6
    Hex tile Content added by the Ideology DLC 6
    Mindbend carpet Content added by the Ideology DLC 6
    Morbid carpet Content added by the Ideology DLC 6
    Morbid stone tile Content added by the Ideology DLC 6
    Spikecore plates Content added by the Ideology DLC 6
    Spikecore stone tile Content added by the Ideology DLC 6
    Totemic boards Content added by the Ideology DLC 6
    Totemic stone tile Content added by the Ideology DLC 6
    Biosculpter pod Content added by the Ideology DLC 8
    Sleep accelerator Content added by the Ideology DLC 8
    Meditation throne Content added by the Royalty DLC 4
    Fine carpet Content added by the Royalty DLC 6
    Fine stone tile Content added by the Royalty DLC 6
    Grand meditation throne Content added by the Royalty DLC 6
  • Cooking

    The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the Food Poison Chance for the person who eats the meal. It also affects Butchery Speed and Butchery Efficiency, how much meat is produced when butchering.

    Cooking and butchering increase cooking skill. It is also trained by making smokeleaf joints at a drug lab.

    A Cooking skill of 8 is required to be able to cook every item, a skill of 9 achieves the minimum Food Poison Chance, and a skill of 10 gives maximum Butchery Efficiency - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks.

    Project Experience Given Per Task
    Simple Meal 60
    Fine Meal 110
    Lavish meal 160
    Pemmican 80
     DescriptionBase FactorBonus Factor
    Butchery EfficiencyThe amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size.0.750.025
    Butchery SpeedSpeed at which this person butchers flesh creatures.0.40.06
    Cooking SpeedThe speed at which this person cooks meals.
    Drug Cooking SpeedThe speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.0.40.06
    Food Poison ChanceThe 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
  • Items with a required Cooking skill level:
    Name Level
    Psychite tea 2
    Carnivore fine meal 6
    Fine meal 6
    Vegetarian fine meal 6
    Carnivore lavish meal 8
    Lavish meal 8
    Packaged survival meal 8
    Vegetarian lavish meal 8
  • Crafting

    The crafting skill affects the creation of many of the items under the smith, tailor and craft work types. It does so in two ways; crafting quality and minimum crafting levels.

    A pawn's Crafting skill is a driving factor in the Quality of produced Clothing, Armor, and Weapons. The quality of things such as Sculptures and Buildings are instead controlled by the Artistic and Construction skills respectively.

    The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's General Labor Speed and the amount of labor required in the bill.

    Many work bills of the Smith, Tailor and Craft work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.

    The Crafting skill also determines the time required to shred mechanoids, and the amount of resources produced from doing so.

     DescriptionBase FactorBonus Factor
    Mech Gestation SpeedA multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.0.750.025
    Mech Repair SpeedA multiplier on how fast a mechanitor can repair mechanoids.0.80.1
    Mechanoid Shredding EfficiencyThe amount of materials yielded when this person shreds a dead mechanoid for resources.
    The actual amount is also related to the mechanoid's size.
    0.750.025
    Mechanoid Shredding SpeedThe speed at which this person can shred a mechanoid for resources.0.40.06
    Subcore Encoding SpeedA multiplier on how fast a mechanitor can create subcores.0.750.1
  • Items with a required Crafting skill level:
    Name Level
    Short bow 2
    Breach axe 3
    Firefoam pop pack 3
    Gladius 3
    Ikwa 3
    Mace 3
    Pila 3
    Revolver 3
    Smokepop pack 3
    Autopistol 4
    EMP launcher 4
    EMP shell 4
    Firefoam shell 4
    Flak jacket 4
    Flak pants 4
    Flak vest 4
    High-explosive shell 4
    Incendiary launcher 4
    Incendiary shell 4
    Machine pistol 4
    Smoke launcher 4
    Smoke shell 4
    Spear 4
    Tribal headdress 4
    Bolt-action rifle 5
    Cochlear implant 5
    Flak helmet 5
    Heavy SMG 5
    Joywire 5
    Longsword 5
    Painstopper 5
    Power claw 5
    Prosthetic arm 5
    Prosthetic heart 5
    Prosthetic leg 5
    Pump shotgun 5
    Recurve bow 5
    Assault rifle 6
    Chain shotgun 6
    Greatbow 6
    LMG 6
    Recon armor 6
    Recon helmet 6
    Shield belt 6
    Charge rifle 7
    Marine armor 7
    Marine helmet 7
    Minigun 7
    Plate armor 7
    Sniper rifle 7
    Advanced component 8
    Bionic arm 8
    Bionic ear 8
    Bionic eye 8
    Bionic heart 8
    Bionic jaw 8
    Bionic leg 8
    Bionic spine 8
    Bionic stomach 8
    Bionic tongue 8
    Component 8
    Charge lance 9
    Mind-numb serum Content added by the Anomaly DLC 3
    Nerve spiker Content added by the Anomaly DLC 3
    Adrenal heart Content added by the Anomaly DLC 4
    Corrosive heart Content added by the Anomaly DLC 4
    Deadlife pack Content added by the Anomaly DLC 4
    Deadlife shell Content added by the Anomaly DLC 4
    Disruptor flare pack Content added by the Anomaly DLC 4
    Juggernaut serum Content added by the Anomaly DLC 4
    Metalblood heart Content added by the Anomaly DLC 4
    Metalblood serum Content added by the Anomaly DLC 4
    Shard shock lance Content added by the Anomaly DLC 4
    Shard insanity lance Content added by the Anomaly DLC 5
    Biomutation lance Content added by the Anomaly DLC 6
    Biomutation pulser Content added by the Anomaly DLC 6
    Hellcat rifle Content added by the Anomaly DLC 6
    Shard animal pulser Content added by the Anomaly DLC 6
    Revenant vertebrae Content added by the Anomaly DLC 8
    Sash Content added by the Biotech DLC 3
    Tox pack Content added by the Biotech DLC 3
    Airwire headset Content added by the Biotech DLC 4
    Bandwidth pack Content added by the Biotech DLC 4
    Control pack Content added by the Biotech DLC 4
    Heavy bandolier Content added by the Biotech DLC 4
    Tox shell Content added by the Biotech DLC 4
    Toxbomb launcher Content added by the Biotech DLC 4
    Array headset Content added by the Biotech DLC 5
    Control sublink (high) Content added by the Biotech DLC 6
    Control sublink (standard) Content added by the Biotech DLC 6
    Integrator headset Content added by the Biotech DLC 6
    Mech gestation processor Content added by the Biotech DLC 6
    Mechcommander helmet Content added by the Biotech DLC 6
    Remote repairer Content added by the Biotech DLC 6
    Remote shielder Content added by the Biotech DLC 6
    Repair probe Content added by the Biotech DLC 6
    Mechlord helmet Content added by the Biotech DLC 7
    Mechlord suit Content added by the Biotech DLC 7
    Detoxifier kidney Content added by the Biotech DLC 8
    Detoxifier lung Content added by the Biotech DLC 8
    Axe Content added by the Royalty DLC 3
    Harp Content added by the Royalty DLC 3
    Jump pack Content added by the Royalty DLC 4
    Low-shield pack Content added by the Royalty DLC 4
    Drill arm Content added by the Royalty DLC 5
    Elbow blade Content added by the Royalty DLC 5
    Field hand Content added by the Royalty DLC 5
    Hand talon Content added by the Royalty DLC 5
    Harpsichord Content added by the Royalty DLC 5
    Knee spike Content added by the Royalty DLC 5
    Mindscrew Content added by the Royalty DLC 5
    Venom fangs Content added by the Royalty DLC 5
    Venom talon Content added by the Royalty DLC 5
    Warhammer Content added by the Royalty DLC 5
    Gunlink Content added by the Royalty DLC 6
    Locust armor Content added by the Royalty DLC 6
    Piano Content added by the Royalty DLC 6
    Prestige recon armor Content added by the Royalty DLC 6
    Prestige recon helmet Content added by the Royalty DLC 6
    Grenadier armor Content added by the Royalty DLC 7
    Prestige marine armor Content added by the Royalty DLC 7
    Prestige marine helmet Content added by the Royalty DLC 7
    Aesthetic nose Content added by the Royalty DLC 8
    Aesthetic shaper Content added by the Royalty DLC 8
    Armorskin gland Content added by the Royalty DLC 8
    Cataphract armor Content added by the Royalty DLC 8
    Cataphract helmet Content added by the Royalty DLC 8
    Circadian assistant Content added by the Royalty DLC 8
    Circadian half-cycler Content added by the Royalty DLC 8
    Coagulator Content added by the Royalty DLC 8
    Gastro-analyzer Content added by the Royalty DLC 8
    Healing enhancer Content added by the Royalty DLC 8
    Immunoenhancer Content added by the Royalty DLC 8
    Learning assistant Content added by the Royalty DLC 8
    Love enhancer Content added by the Royalty DLC 8
    Neurocalculator Content added by the Royalty DLC 8
    Nuclear stomach Content added by the Royalty DLC 8
    Phoenix armor Content added by the Royalty DLC 8
    Prestige cataphract armor Content added by the Royalty DLC 8
    Prestige cataphract helmet Content added by the Royalty DLC 8
    Reprocessor stomach Content added by the Royalty DLC 8
    Sterilizing stomach Content added by the Royalty DLC 8
    Stoneskin gland Content added by the Royalty DLC 8
    Toughskin gland Content added by the Royalty DLC 8
  • Medical

    The Medical skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance.

    Low quality treatment will increase the chance of infection, and the likelihood of permanent health conditions such as scars, in turn leading to chronic pain. Certain scars cause more than 10% pain, permanently weakening the consciousness of the patient, which reduces their work performance.

    Medical surgery, if not successful, can fail in minor or major ways, even causing the death of the patient. The success rate is not only determined by the medical skill, but also other character stats like manipulation, eye sight and consciousness. It is not advisable to let an incapacitated doctor perform surgery.

    Higher grade medicine and medical equipment like hospital beds and a sterile environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.

    Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens. This costs 1 medicine per procedure, but only requires herbal medicine. The procedure can be scheduled in the respective animal's health tab, and an animal sleeping spot must be available to perform the euthanasia.

    Performing surgery trains the medical skill. The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and medical operation speed of the surgeon).

     DescriptionBase FactorBonus Factor
    Medical Operation SpeedThe speed at which the character performs medical operations.0.40.06
    Medical Surgery Success ChanceThe 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 QualityThe 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.


    Higher tend quality will speed the recovery from injury.
    0.20.1
    Medical Tend SpeedSpeed at which the character tends to wounds and illnesses.0.40.06

    Melee

    The melee skill determines a characters' effectiveness with melee weapons namely, their chance to:

    The tables below are post-processed chances for a healthy pawn.

    Chance to hit
    Skill Level Standard Brawler Skill Level Standard Brawler
    0 50% 62% - - -
    1 53% 65% 11 81% 85%
    2 56% 68% 12 82% 86%
    3 59% 71% 13 83% 87%
    4 62% 74% 14 84% 88%
    5 65% 77% 15 85% 89%
    6 68% 80% 16 86% 90%
    7 71% 81% 17 87% 90.3%
    8 74% 82% 18 88% 90.6%
    9 77% 83% 19 89% 90.9%
    10 80% 84% 20 90% 91.2%
    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%
     DescriptionBase FactorBonus Factor
    Melee Dodge ChanceChance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
    Melee Hit ChanceChance to hit a target in melee. The target can still dodge even if we would've hit.

    Mining

    The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.

     DescriptionBase FactorBonus Factor
    Deep Drilling SpeedA speed at which this person uses a deep drill to extract underground resources.0.040.12
    Mining SpeedA speed at which this person mines away walls.0.040.12
    Mining YieldThe 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.

    Intellectual

    This skill affects the speed at which research is completed.

     DescriptionBase FactorBonus Factor
    Activity Suppression SpeedThe speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
    Drug Synthesis SpeedHow fast this character synthesizes complex chemical drugs.0.30.0875
    Entity Study RateThe rate at which this person generates knowledge from studying unnatural entities.0.080.115
    Hacking SpeedHow fast this person can hack into computer terminals.0.750.025
    Reading SpeedA multiplier on how fast this person can read.10.02
    Research SpeedHow fast this person performs research and how quickly they can find things using scanning equipment.0.080.115

    Plants

    The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist forages while in a caravan. Some plants require a minimum plants skill in order to plant them.


     DescriptionBase FactorBonus Factor
    Foraged Food AmountThe amount of nutrition this person will automatically forage per day while traveling by caravan.00.09
    Plant Harvest YieldThe yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.0.6
    Plant Work SpeedSpeed at which this person sows and harvests plants.0.080.115
    Pruning SpeedA 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.0.920.01
  • Plants with a minimum Plants skill level to sow:
    Name Level
    Hop plant 3
    Smokeleaf plant 4
    Strawberry plant 5
    Bamboo tree 6
    Birch tree 6
    Cecropia tree 6
    Cypress tree 6
    Drago tree 6
    Maple tree 6
    Oak tree 6
    Palm tree 6
    Pine tree 6
    Poplar tree 6
    Psychoid plant 6
    Saguaro cactus 6
    Teak tree 6
    Willow tree 6
    Cocoa tree 8
    Healroot 8
    Devilstrand 10
    Gray pine tree Content added by the Biotech DLC 6
    Pebble cactus Content added by the Biotech DLC 6
    Rat palm tree Content added by the Biotech DLC 6
    Witchwood tree Content added by the Biotech DLC 6
    Bonsai tree Content added by the Ideology DLC 6
    Timbershroom Content added by the Ideology DLC 6
  • Shooting

    The shooting skill affects a character's accuracy with ranged weapons.

    The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:

    Skill Level Standard Careful Shooter Trigger-Happy Skill Level Standard Careful Shooter Trigger-Happy
    0 89% 94.5% 84% - - - -
    1 91% 95% 85% 11 97.25% 98.333% 95%
    2 93% 95.5% 86% 12 97.5% 98.5% 95.5%
    3 93.5% 96% 87% 13 97.75% 98.666% 96%
    4 94% 96.5% 88% 14 98% 98.833% 96.5%
    5 94.5% 97% 89% 15 98.167% 99% 97%
    6 95% 97.25% 91% 16 98.333% 99.125% 97.25%
    7 95.5% 97.5% 93% 17 98.5% 99.25% 97.5%
    8 96% 97.75% 93.5% 18 98.666% 99.313% 97.75%
    9 96.5% 98% 94% 19 98.833% 99.375% 98%
    10 97% 98.167% 94.5% 20 99% 99.438% 98.167%

    Note that shooting accuracy for the pawn is calculated per tile, meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.

    For example:

    • A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.
    • With 98% accuracy, the base accuracy against the same target becomes only 52.4%.

    The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.

     DescriptionBase FactorBonus Factor
    Hunting StealthThis stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.00.05
    Mortar Miss Radius MultiplierA multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.0.2-0.025
    Shooting AccuracyBase 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.

    Social

    The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices. A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a talking stat that somehow interacts with this skill

     DescriptionBase FactorBonus Factor
    Activity Suppression SpeedThe speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
    Arrest Success ChanceHow effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.0.60.075
    Conversion PowerHow 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.0.30.0875
    Negotiation AbilityHow 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.0.40.075
    Social ImpactA multiplier on how much other people are affected by this person's social interactions.0.820.0275
    Suppression PowerA multiplier on a warden's ability to suppress slaves.0.050.0225
    Trade Price ImprovementWhen this person acts as a trade negotiator, buy and sell prices are improved by this percentage.00.015

    Version history

    • 0.0.245 - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.
    • 0.2.363 - High level skills now decay. Passions system added.
    • 0.9.722 - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.
    • 0.10.785 - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
    • 0.12.906 - Animals skill added.
    • B19/1.0 - Doing passionate work now affects mood instead of recreation.
    • 1.2.2753 - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold. We now display a text mote when a player pawn gains a new level in a skill.
    • 1.4.3527 - Fix: Can train shooting and melee on colony mechanoids.

    Backstories

    Childhood

    Medieval lordling

    "[Character] was a minor noble in an old kingdom on a medieval world. He grew up in a manor made of stone, served by bowing lowerclassmen.
    Such a life teaches no technical skills and instils a lifelong aversion to manual labor - but [Character] learned early the ways of social manipulation."

    • Construction: -1
    • Growing: -1
    • Mining: -1
    • Social: +4


    Medieval slave

    "[Character] grew up pulling carts and digging holes on a medieval world. Simple manual labor is his/her oldest companion - along with the master's leash.
    He/She didn't learn to read until age nine."

    • Construction: +2
    • Growing: +2
    • Research: -3
    • Mining: +2


    Midworld nerd

    "[Character] had a good birth, reasonable parents, and went to a decent school on a mostly well-governed midworld.
    He/She was a consummate nerd, interested in technology and uninterested in people."

    • Research: +4
    • Social: -3


    Urbworld urchin

    "The urbworlds - ancient and deep industrial cityscapes bursting with humanity and poison.
    [Character] grew up in the dark, unwanted reaches of such a place. He/She had to fight for every scrap of food."

    • Shooting: +2
    • Hand to Hand: +4


    Vatgrown soldier

    "[Character] wasn't made as a person, but as an instrument of destruction.
    Growing in a bioweapons facility and taught combat during his/her accelerated growth, [Character] still has a proclivity for combat of all kinds and an aversion to human contact."

    • Shooting: +4
    • Hand to Hand: +4
    • Social: -4
    • Warden disabled
    • Doctoring disabled



    Adulthood

    * Unavailable during character creation.

    Assassin*

    "[Character] was a professional assassin. He/She was cold, calculating, and made a good profit. In this business, an utter lack of empathy was an asset."

    • Construction: -2
    • Growing: -2
    • Mining: -2
    • Shooting: +10
    • Hand to Hand: +10
    • Researching disabled
    • Cleaning disabled
    • Hauling disabled
    • Plant cutting disabled
    • Mining disabled
    • Growing disabled
    • Constructing disabled
    • Warden disabled
    • Doctoring disabled


    Colony settler

    "[Character] was a settler on a new colony world.
    Such a life requires a jack-of-all trades at basic hands-on tasks."

    • Construction: +4
    • Growing: +4
    • Mining: +4


    Con Artist*

    "[Character] never created a thing in his/her life. He/She did, however, prove to be natural at getting others to give him/her what they had created."

    • Social: +10
    • Soldiering disabled


    Courtesean*

    "[Character] was used for his/her body by hundreds of customers in brothels on several planets. He/She gained some mental marks and a special kind of street smarts."

    • Hand to Hand: +3
    • Social: +8
    • Cleaning disabled
    • Hauling disabled
    • Plant cutting disabled
    • Mining disabled
    • Growing disabled
    • Constructing disabled


    Deep space miner

    "[Character] did the sweaty, grimy work of pulling metal out of asteroids on a deep space rig. He/She used his/her hands-on industrial skills daily - and wasn't bad in a bar fight either."

    • Construction: +3
    • Mining: +7
    • Hand to Hand: +2


    Illegal shipwright*

    "There is a law that say that you're not allowed to put terawatt-range grasers on a cargo scow. Especially if you hide them under what looks like a communications dish for better ambush potential. [Character] discovered that there was great profit to be made, however, from those who are uninterested in these laws."

    • Construction: +7


    Medieval farm oaf

    "Tilling, hoeing, guiding ox carts, pushing wheelbarrows. Digging ditches, planting seeds, predicting the harvest.
    Medieval-level farmers aren't educated in the usual sense, but they know a lot about growing plants without technology. That said, such a life leaves one essentially incapable of participating in intellectual, technology-driven activities."

    • Growing: +8
    • Mining: +3
    • Research disabled


    Medieval lord

    "[Character] was a lord on a preindustrial planet. He/She went to parties, managed the underlings, and even learned some swordplay.
    His/Her soft hands did not hold a work tool during that entire time. He/She considers manual labor to be beneath him/her."

    • Construction: -5
    • Growing: -5
    • Mining: -5
    • Shooting: +5
    • Hand to Hand: +5
    • Social: +7
    • Cleaning disabled
    • Hauling disabled
    • Plant cutting disabled
    • Mining disabled
    • Growing disabled
    • Constructing disabled


    Military commissar

    "[Character] was an internal spymaster in an Imperial army battalion. He/She made sure that the men were loyal, and did not fall back unless ordered. This made him/her unpopular, but he/she gained great skill at detecting the slightest dishonesty."

    • Shooting: +3


    Navy scientist

    "Interstellar warfare is won by technology, so imperial navies are always on the peak of modern research. Even better, they have first access to Transcendent artifacts because they find them in space.
    [Character] worked in a navy lab."

    • Research: +8


    Pit Brawler*

    "[Character] was 15 when he/she got in his/her first fight. He/She won, but more important was the enjoyment of his/her audience. Pit fighting turned out to be a lucrative career for those who could survive it. And it was even mostly legal."

    • Hand to Hand: +8
    • Researching disabled
    • Doctoring disabled


    Space Marine*

    "[Character] was a warrior in an Imperial navy. His/Her job was to be punched into enemy warships, gun down the crew, and capture the ship intact. And he/she was good at it."

    • Shooting: +7
    • Hand to Hand: +5


    Space pirate*

    "Piracy appears everywhere that governments are weak and society spread thin. [Character] was part of this age-old part of human existence, extorting and smashing peaceful trade ships for profit."

    • Shooting: +4
    • Hand to Hand: +4


    Urbworld entrepreneur

    "In the urbworlds, most suffer. But someone has to run the corporations.
    [Character] learned the skills of the trade - greasing palms and technical analysis. He/She is a sociointellectual machine."

    • Research: +3
    • Social: +6


    Traits

    Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
    Pawns Menu Character Properties Character Types
    Character Properties Health Mood Needs Skills Thoughts Traits Social

    Traits preview.png
    Traits personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters. Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on. Some are beneficial, some are harmful to the colonist or your colony as a whole. Some are constant, some only rarely triggered. Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.

    Mechanics

    General traits

    These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both "ascetic", wanting a minimal bedroom, and "jealous" of those with better bedrooms).

    Lifestyle

    One likes what one likes...

    Name Description Effect Conflicting Traits Commonality
    Night owl NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark. −10 mood penalty if awake during day (11:00 - 18:00)
    +16 mood bonus if awake during night (23:00 - 06:00)
    + : No mood penalty from being in the dark
    - 1.3
    Undergrounder NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness. + : Mood not affected by Darkness
    + : No Outdoors or Space need
    : Added Indoors need
    +3 mood when indoors / +4 when underground
    −3 mood when outdoors
    + : Gains the Morbid meditation focus type Content added by the Royalty DLC
    - 0.2
    Nudist NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it. +20 mood bonus when naked
    −3 mood penalty for wearing any apparel, except headgear and utility items
    - 0.7
    Masochist For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently. +5 mood bonus for being in a little pain, replacing default −5 and +3 from Pain:IdealizedContent added by the Ideology DLC.
    +10 mood bonus for being in medium pain, replacing default −10 and +5 from Pain:IdealizedContent added by the Ideology DLC.
    +15 mood bonus for being in severe pain, replacing default −15 and +7 from Pain:IdealizedContent added by the Ideology DLC.
    +20 mood bonus for being in mind-shattering pain, replacing default −20 and +9 from Pain:IdealizedContent added by the Ideology DLC. Note: Mind-shattering pain causes pain shock at the default pain shock threshold
    +3 mood bonus for wearing a slave body strapContent added by the Ideology DLC
    +2 mood bonus for wearing a slave collarContent added by the Ideology DLC
    Negates all mood effects for both Skullspike:Desired and DisapprovedContent added by the Ideology DLC
    Negates the −5 mood penalty and -20 opinion malus for being fed on by a BloodfeederContent added by the Biotech DLC
    + : Gains the Morbid meditation focus type Content added by the Royalty DLC
    Wimp 0.5
    Body modder NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts. +4 to +13 mood for having artificial body parts and xenogenesContent added by the Biotech DLC
    −4 mood penalty for not having an artificial body part
    +8 to +40 opinion of other colonists for each part installed on them
    Body purist 0.9
    Body purist NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting. −10 to −35 mood for having artificial body parts and xenogenesContent added by the Biotech DLC
    −8 to −40 opinion of other colonists for each part installed on them
    −20 Mood when administered Luciferium and −30 opinion to the doctor who did the operation.
    Body modder 0.7
    Gourmand NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating. +50% hunger rate
    +4 Cooking skill
    +/- : So long as there is >10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge
    : Food binges randomly occur with an MTB of 50 days
    Ascetic 1

    Living space

    How a colonist perceives the walls that they call "home"...

    Name Description Effect Conflicting Traits Commonality
    Ascetic NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance. +5 mood bonus for having an awful bedroom
    −5 mood penalty for having a somewhat impressive or better bedroom

    +: No mood penalty for ate without table
    +/- : Mood not affected by quality of meal, including raw food, nutrient paste meals, and baby foodContent added by the Biotech DLC
    +/- : Pawn beauty of others does not change pawn's social opinion on that pawn
    +/- : Mood unaffected by quality of crib (as a baby)Content added by the Biotech DLC
    +/- : Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title Content added by the Royalty DLC
    Gains the Minimal meditation focus type Content added by the Royalty DLC
    Loses the Artistic meditation focus type, if they had it Content added by the Royalty DLC
    ×50% Global Certainty Loss Factor Content added by the Ideology DLC

    Greedy
    Gourmand
    Jealous
    0.7
    Greedy NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want. −8/−8/−8/−6/−4 mood penalty for not having a bedroom of Slightly Impressive or better Ascetic
    Jealous
    1
    Jealous For NAME, it's degrading to have a less impressive bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom. −8 mood penalty for not having the best bedroom.
    + : Gains the Morbid meditation focus type Content added by the Royalty DLC
    Ascetic
    Greedy
    1
    Pyromaniac NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon. +2 mood bonus for having an incendiary weapon equipped
    +8 mood bonus for using an incendiary weapon on an enemy.[Detail]+2 Beautiful fire mood Grants +2 mood per fire or lit buildings capable of having a 'fire overlay' (torch lamp, campfire; Content added by the Biotech DLCblood torch; Content added by the Ideology DLCdarktorch, fungus darktorch, effigy, pyre, sacrificial flag; Content added by the Royalty DLCbrazier; or Content added by the Ideology DLCContent added by the Royalty DLCdarklight brazier) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.
    Incapable of firefighting
    Only possible extreme mental break is fire starting spree
    : Fire starting sprees randomly occur with an MTB of 50 days
    −20%' reduction in market value
    Gains the Flame meditation focus type Content added by the Royalty DLC
    - 0.8

    Social views

    In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See Human resources for comparative analysis.

    Name Description Effect Conflicting Traits Commonality
    Bloodlust NAME gets a rush from hurting people, and never minds the sight of blood or death. + : No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; Content added by the Ideology DLCBlinding ceremonies from Blindness:Horrible, or Scarification ceremonies from Scarification:Horrible
    +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
    +8 mood bonus for witnessing a stranger's death
    +13 mood bonus for killing strangers
    : Four times as likely to start a social fight
    + : No opinion loss of someone who Harvests an organ, Executes a prisoner, or Content added by the Biotech DLCKills a child
    + : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners Content added by the Ideology DLC
    + : Gains the Morbid meditation focus type Content added by the Royalty DLC
    Requires pawn to be capable of Violence 0.8
    Cannibal NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it. + : No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; Content added by the Biotech DLCIngesting hemogen packs; or Content added by the Ideology DLC Eating meat from Abhorrent, Horrible, or Disapproved
    +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
    +15 mood bonus after eating meal made with human flesh
    +20 mood bonus after eating raw human meat (but eating a corpse will cause −12 Ate corpse moodlet and 5% chance of food poisoning)
    All mood buffs stack
    + : No opinion loss of someone who Eats meat (Abhorrent, Horrible, or Disapproved) Content added by the Ideology DLC
    + : Gains the Morbid meditation focus type Content added by the Royalty DLC
    - 0.6
    Psychopath NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing. + : No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing human leather or dread leatherContent added by the Anomaly DLC; ChildContent added by the Biotech DLC killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); Content added by the Ideology DLCBlinding ceremonies from Blindness:Horrible, Scarification ceremonies from Scarification:Horrible, or Killing innocent animals from Killing innocent animals:Abhorrent, Horrible, or Disapproved
    + : No opinion loss of someone who Content added by the Biotech DLCKills a child or Content added by the Ideology DLCKills an innocent animal (Killing innocent animals:Abhorrent, Horrible, or Disapproved)
    : No mood bonuses from: Being nuzzled, Being a bonded animal's master; Content added by the Biotech DLCBeing in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)
    : No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); Content added by the Biotech DLCTeaching a child, or Taking a lesson (as a child)
    + : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals Content added by the Ideology DLC
    + : Gains the Morbid meditation focus type Content added by the Royalty DLC
    x50% Global Certainty Loss Factor Content added by the Ideology DLC
    Kind 1


    Combat

    When it's us or them...

    Name Description Effect Conflicting Traits Commonality
    Nimble NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace. +15 Melee Dodge Chance
    ×10% Trap Spring Chance
    - 1
    Brawler NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon. +4 Melee skill
    −10 Shooting skill
    +4 Melee Hit Chance
    −10 mood penalty for wielding a ranged weapon
    : Disallows shooting passions
    +/- : Disallows Shoot Frenzy Inspiration
    Trigger-happy
    Careful Shooter


    Wimp

    1
    Tough NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill. ×50% Incoming Damage Multiplier
    • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.
    Delicate 1.1
    Wimp[1] NAME is weak and cowardly. Even a little pain will immobilize her/him. −50% Pain Shock Threshold.
    −15% market value
    x200% Global Certainty Loss Factor Content added by the Ideology DLC
    : Negates Pain mood buffs from Pain:Idealized,Content added by the Ideology DLC reverting them to the default values.
    Brawler
    Masochist
    1
    Delicate Content added by the Biotech DLC NAME has fragile skin and bones. She/He takes more damage than other people from the same blows. ×115% Incoming Damage Multiplier
    • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the Delicate gene that can add this trait is incompatible with the Robust gene.Content added by the Biotech DLC
    Tough 1
    1. With the exception of Genies, hostiles cannot spawn with the Wimp trait.

    Skills

    When your colonists are not fighting for their lives...

    Name Description Effect Conflicting Traits Commonality
    Too smart NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric. +75% Global Learning Factor
    +12% Mental Break Threshold
    ×50% Global Certainty Loss Factor Content added by the Ideology DLC
    Nerves spectrum traits
    Requires pawn be capable of Intellectual
    1
    Fast learner NAME has a knack for learning. S/He picks things up much faster than others. +75% Global Learning Factor Slow Learner 1
    Slow learner NAME is slow on the uptake. S/He picks things up much slower than others. −75% Global Learning Factor
    ×50% Global Certainty Loss Factor Content added by the Ideology DLC
    Fast Learner 1
    Quick sleeper NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time. +50% Rest Rate Multiplier - 1.1
    Great memory NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people. ×50% Skill loss rate - 1.1
    Perfect MemoryContent added by the Anomaly DLC NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay. ×0% Skill loss rate - 0
    Tortured artist NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break. −8 Permanent mood
    50% chance of receiving the mental inspiration "Inspired Creativity" after a mental break ends. Note that this does not include breaks from psychic insanity lances, the berserk psycast,Content added by the Royalty DLC pyrophobia,Content added by the Biotech DLC or Void terrorContent added by the Anomaly DLC
    + : Gains the Morbid meditation focus type.Content added by the Royalty DLC
    - 0.6

    Relationships

    So... are you new on this rimworld?...

    Name Description Effect Conflicting Traits Commonality
    Kind NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance. + : Sometimes tells others Kind Words
    +5 mood bonus for anyone who has been told Kind Words by this colonist
    + : Will not Slight or Insult others
    + : Opinion of other pawns not changed by beauty, Annoying voice, Creepy breathing or disfigurement
    x200% Global Certainty Loss Factor Content added by the Ideology DLC
    Abrasive
    Psychopath
    2
    Abrasive NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way. : Has a tendency to slight and insult people
    −15% of the market value
    x50% Global Certainty Loss Factor Content added by the Ideology DLC
    Kind
    Requires pawn be capable of Social.
    1
    Annoying voice NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them. −25 opinion from other colonists. No opinion loss from kind or deaf pawns.
    -20% of the market value
    - 0.5
    Creepy breathing NAME breathes heavily all the time, and sweats constantly. People find it creepy. −25 opinion from other colonists. No opinion loss from kind or deaf pawns.
    -10% of the market value
    - 0.5
    Misandrist NAME really dislikes and distrusts men. −25 opinion of men. 0.3 for men
    1.7 for women
    Misogynist NAME really dislikes and distrusts women. −25 opinion of women. 1.7 for men
    0.3 for women
    Asexual NAME has no sexual attraction to anyone at all. +/- : Will not have romantic relationships with people. Gay
    Bisexual
    0.2
    Gay NAME is romantically attracted to people of their own gender. +/- : Will only have romantic relationships with people of the same gender. Asexual
    Bisexual
    0.3
    Bisexual NAME is romantically attracted to both men and women. +/- : Will have romantic relationships with people from either gender. Asexual
    Gay
    0.2
    Recluse Content added by the Biotech DLC The fewer people in NAME's faction, the happier she/he is. Being alone is best of all. Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids, ghouls Content added by the Anomaly DLC and pets do not count. 100% chance for starting colonist in solo mechanitor scenario. Additionally, they will not get a mood debuff when pawns are rejected from joining the colony. - 0.5
    • Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits.
    • And see also the Beauty category of traits, below.

    Recluse Mood Content added by the Biotech DLC

    Count Mood Count Mood
    1 +12 11 −2
    2 +8 12 −3
    3 +6 13 −4
    4 +4 15 −6
    5-10 0 16+ −8

    Spectrum traits

    Theses are groups of related traits, that are inter-related and grouped by degree, creating a "spectrum" of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.

    Drug desire

    These traits affect a colonist's likelihood to consume drugs.

    Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on drug binges independent of mood.

    Name Description Effect
    Chemical fascination NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. Has Chemical need, mood buff (up to +6) when satisfied and mood debuff (up to −12) when not

    For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.

    NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need

    Content added by the Ideology DLC Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs

    Chemical interest NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. Has Chemical need, mood buff (up to +3) when satisfied and mood debuff (up to −6) when not

    For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.

    NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need

    Content added by the Ideology DLC Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs

    Teetotaler NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs. Will not go on binges

    Cannot be directed to take non-medical drugs; force administering the drug will cause a −20 mood penalty
    −25 opinion of any pawns with chemical interest or fascination

    Industriousness

    These traits affect the colonist's Global Work Speed.

    Name Description Effect
    Industrious NAME has an easy time staying on-task and focused, and gets things done much faster than the average person. Global Work Speed +35%

    -5 opinion of all colonists without the same trait

    Hard worker NAME is a natural hard worker and will finish tasks faster than most. Global Work Speed +20%

    -5 opinion of all colonists without the same or industrious trait

    Lazy NAME is a little bit lazy. Global Work Speed −20%
    Slothful NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task. Global Work Speed −35%

    Speed traits

    These traits affect a colonist's walk speed.

    Name Description Effect
    Jogger NAME always moves with a sense of urgency - so much so that others often fail to keep up. Move speed +0.4 c/s
    Fast walker NAME likes to be where s/he's going. S/He walks quicker than most people. Move speed +0.2 c/s
    Slowpoke NAME is always falling behind the group whenever s/he goes anywhere. Move speed −0.2 c/s

    Disallows Go Frenzy inspiration.

    Base mood

    These traits affect the colonist's natural, constant mood.

    Name Description Effect
    Sanguine NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is. Permanent +12 mood bonus[1]
    Optimist NAME is naturally optimistic about life. It's hard to get HER/HIM down. Permanent +6 mood bonus[1]
    Pessimist NAME tends to look on the bad side of life. Permanent −6 mood penalty[1]
    Depressive NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine. Permanent −12 mood penalty[1]
    1. 1.0 1.1 1.2 1.3 Specific value not listed in flavor text.

    Nerves

    These traits affect the colonist's mental break threshold.

    Name Description Effect
    Iron-willed NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before. Mental Break Threshold −18%

    Global Certainty Loss FactorContent added by the Ideology DLC ×25%

    Steadfast NAME is mentally tough and won't break down under stresses that would crack most people. Mental Break Threshold −9%

    Global Certainty Loss FactorContent added by the Ideology DLC ×50%

    Nervous NAME tends to crack under pressure. Mental Break Threshold +8%

    Global Certainty Loss FactorContent added by the Ideology DLC ×200%

    Volatile NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation. Mental Break Threshold +15%

    Global Certainty Loss FactorContent added by the Ideology DLC ×300%

    Neurotic

    These traits affect the colonist's mental break threshold and their global work speed.

    Name Description Effect
    Neurotic NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM. Global Work Speed +20%

    Mental Break Threshold +8%

    Very neurotic NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM. Global Work Speed +40%

    Mental Break Threshold +14%

    Shooting accuracy

    These traits affect the colonist's accuracy in ranged combat, as well as aiming time. Mutually exclusive with brawler.

    Name Description Effect
    Careful shooter NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy. Aiming Time +25%

    Shooting Accuracy +5

    Trigger-happy Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately. Aiming Time −50%

    Shooting Accuracy −5

    Beauty

    These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.

    Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.

    Name Description Effect
    Beautiful NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth. +2 pawn beauty
    Pretty NAME has a pretty face, which predisposes people to like her/him. +1 pawn beauty
    Ugly NAME is somewhat ugly. This subtly repels others during social interactions. −1 pawn beauty
    Staggeringly ugly NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing. −2 pawn beauty

    Psychic sensitivity

    These traits influence how much a colonist is affected by psychic phenomena.

    Name Description Effect
    Psychically hypersensitive NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena. +80% Psychic Sensitivity
    Psychically sensitive NAME's mind is unusually sensitive to psychic phenomena. +40% Psychic Sensitivity
    Psychically dull NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena. -50% Psychic Sensitivity
    Psychically deaf NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena. -100% Psychic Sensitivity

    Immunity

    These traits influence how often colonists are infected by a disease.

    Name Description Effect
    Super-immune NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others. Immunity Gain Speed +30%
    Sickly NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by. Medicine skill +4
    Randomly catch diseases independently from rest of the colony, on average once every 30 days

    Creepjoiner traits

    These traits are never randomly assigned to pawns. They are normally found on creepjoiners, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.

    Positive traits

    These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.

    Name Description Effect
    Perfect Memory NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay. Skills cannot decay
    Occultist NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when S/He gets the chance. Study Efficiency +100%
    Entity Study Rate +50%
    Can share occult teachings during normal social interactions, giving +1 dark research per day
    Joyous NAME has the ability to make everyone feel better and inspire them to be the best version of themselves. +20 opinion from other pawns
    While not imprisoned or enslaved, +3 mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.
    Body Mastery NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned His/Her eyes completely white. Food, Sleep, and Comfort needs disabled

    Negative traits

    These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.

    Name Description Effect
    Disturbing NAME is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting. When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient −4 mood and −3 opinion of the disturbing pawn for 24 hours (stacks up to 10 times)
    Unlocks Morbid meditation
    Void Fascination NAME is strangely intrigued by unnatural entities and is easily enthralled by them. Unlocks Void meditation
    Disables Artistic meditation
    The only allowed extreme mental break is Entity Liberator
    Will attempt to release captured entities (regardless of mood) once per year, on average

    Obsolete traits

    These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.

    Name Description Effect Conflicting Traits Fate
    Prosthophile NAME feels limited in their feeble human body. NAME often dreams of going bionic. +14 mood bonus for having a bionic body part
    −4 mood penalty for not having a bionic body part
    Body purist Replaced by Transhumanist
    Prosthophobe NAME believes the human body is limited for a reason. To them, bionic body parts are unethical. −10 mood penalty for having a bionic body part body modder Replaced by Body purist
    Green thumb NAME has a passion for gardening. They get a mood bonus for every plant they sow. +1 mood bonus from sowing a plant. Stackable up to 20 times. - Removed in Beta 19
    Tunneler NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors. + : No Outdoors need - Replaced by Undergrounder
    Transhumanist NAME feels limited in their feeble human body. NAME often dreams of going bionic. +4 to +13 mood bonus for having artificial body parts
    −4 mood penalty for not having an artificial body part
    +8 to +40 opinion of other colonists for each part installed on them
    Body purist Replaced by Body modder

    Version history

    • 0.0.245 - Traits hidden as they did nothing.
    • 0.7.581 - Brawler, prosthophile, and more added.
    • 0.9.722 - Teetotaller and Chemical Fascination traits added
    • 0.12.906 - Greedy, Jealous, Ascetic, Night Owl traits added.
    • 0.17.1546 - Wimp trait added.
    • 0.19.2009 - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added
    • 1.1.0 - Asexual trait added
    • 1.3.3066 - Transhumanist trait renamed to Body Modder. Kind description changed "NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others." -> "NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.". Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
    • 1.4.3523 - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. Ascetics no longer get a negative mood debuff when eating nutrient paste meals. Plasmaswords and persona plasmaswords now provide the mood bonus to pyromaniacs like other incendiary weapons.
    • After 1.4.3542 but pre 1.5.4062 - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug
    • 1.4.3555 - Xenogenes count as artificial enhancements for body modders and body purists.
    • 1.4.3557 - Fix typo: "yielding" -> "wielding" in pyromaniac trait description.
    • 1.5 or prior - Pyromaniac thought mood effect reduced from +5 to +2 and description changed from "It makes me think of flame and fire. I'm so happy" to "It makes me think of flame and fire. I can't wait to use it." New thought added for using a flame weapon.