Difference between revisions of "Impids"
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Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. They also have flame-colored skin, horns, blond hair, with no beards, making them quite recognizable. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]]. | Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. They also have flame-colored skin, horns, blond hair, with no beards, making them quite recognizable. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]]. | ||
− | + | <div><li style="display: inline-table;"> | |
− | + | Click to <div class="mw-collapsible"> | |
− | + | <div class="mw-collapsible-content"> | |
− | * Weak immunity | + | {| {{STDT| sortable c_07 }} |
− | * Slow wound healing | + | ! Name |
− | * Very fast runner | + | ! Description |
− | * | + | ! [[File:Metabolism.png|20px|Metabolism]] |
− | * Cold weakness | + | ! [[File:Complexity.png|20px|Complexity]] |
− | * Heat super-tolerant | + | ! Exclude |
− | * Fire resistant | + | |
− | * Weak melee damage | + | |- id="Fire spew" |
− | + | ! Fire spew<br>[[File:Gene_Firespew.png|64px]] | |
− | * Beardless | + | | ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' |
− | + | ---- | |
− | + | * Adds ability: [[File:FireSpew.png|16px]] Fire spew | |
− | * Pale yellow skin | + | :''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' |
− | + | :* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }} | |
− | * Poor plants | + | :* Target: Pawn or Location |
− | * Poor animals | + | :* Warmup Time: {{Ticks|60}} |
+ | :* Cooldown: {{Ticks/gametime|300000}} | ||
+ | :* Charges: 1 | ||
+ | :* AI Can Use: True. Note: AI will still target fire-immune targets. | ||
+ | * Market value of [[genepack]]s containing this gene: ×150% | ||
+ | | {{--|2}} | ||
+ | | {{Bad|1}} | ||
+ | | - | ||
+ | |||
+ | |- id="Weak immunity" | ||
+ | ! Weak immunity<br>[[File:Gene_WeakImmunity.png|64px]] | ||
+ | | ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' | ||
+ | ---- | ||
+ | * [[Immunity Gain Speed]] {{Bad|x90%}} | ||
+ | | {{+|2}} | ||
+ | | {{Bad|1}} | ||
+ | | Immunity | ||
+ | |||
+ | |- id="Slow wound healing" | ||
+ | ! Slow wound healing<br>[[File:Gene_WoundHealingRateSlow.png|64px]] | ||
+ | | ''Carriers of this gene heal from wounds half as fast as normal.'' | ||
+ | ---- | ||
+ | *Injury healing factor {{Bad|×50%}} | ||
+ | | {{+|2}} | ||
+ | | {{Bad|1}} | ||
+ | | WoundHealingRate | ||
+ | |||
+ | |- id="Very fast runner" | ||
+ | ! Very fast runner<br>[[File:Gene_VeryQuickMovespeed.png|64px]] | ||
+ | | ''Carriers of this gene move much more quickly than normal.'' | ||
+ | ---- | ||
+ | * [[Move Speed]]: {{+|0.4}} {{CS}} | ||
+ | | {{--|5}} | ||
+ | | {{Bad|1}} | ||
+ | | MoveSpeed | ||
+ | |||
+ | |- id="Unhappy" | ||
+ | ! Unhappy<br>[[File:Gene_Pessimist.png|64px]] | ||
+ | | ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' | ||
+ | ---- | ||
+ | * Permanent {{--|5}} ''Genetic pessimism'' [[mood]] | ||
+ | | {{+|3}} | ||
+ | |{{Bad|1}} | ||
+ | | Mood | ||
+ | |||
+ | |- id="Cold weakness" | ||
+ | ! Cold weakness<br>[[File:Gene_MinTemperatureSmallIncrease.png|64px]] | ||
+ | | ''Carriers of this gene are slightly less comfortable in cold temperatures.'' | ||
+ | ---- | ||
+ | * [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}} | ||
+ | | {{+|1}} | ||
+ | | {{Bad|1}} | ||
+ | | MinTemperature | ||
+ | |||
+ | |- id="Heat super-tolerant" | ||
+ | ! Heat super-tolerant<br>[[File:Gene_MaxTemperatureLargeIncrease.png|64px]] | ||
+ | | ''Carriers of this gene are much more comfortable in warm temperatures.'' | ||
+ | ---- | ||
+ | * [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}} | ||
+ | | {{--|2}} | ||
+ | | {{Bad|1}} | ||
+ | | MaxTemperature | ||
+ | |||
+ | |- id="Fire resistant" | ||
+ | ! Fire resistant<br>[[File:Gene_FireResistant.png|64px]] | ||
+ | | ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. | ||
+ | ---- | ||
+ | * [[Flammability]] {{Good|x10%}} | ||
+ | * [[Damage Type#Flame|Flame]] damage {{Good|x25%}} | ||
+ | :<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small> | ||
+ | | {{--|2}} | ||
+ | | {{Bad|1}} | ||
+ | | FireDamage | ||
+ | |||
+ | |- id="Weak melee damage" | ||
+ | ! Weak melee damage<br>[[File:Gene_WeakMeleeDamage.png|64px]] | ||
+ | | Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak. | ||
+ | ---- | ||
+ | * Melee damage factor ×50% | ||
+ | ** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}} | ||
+ | | {{+|1}} | ||
+ | | {{Bad|1}} | ||
+ | | MeleeDamage | ||
+ | |||
+ | |- id="Beardless" | ||
+ | ! Beardless<br>[[File:Gene_BeardStyleNone.png|64px]] | ||
+ | | ''Carriers of this gene grow no facial hair.'' | ||
+ | | '''0''' | ||
+ | | '''0''' | ||
+ | | BeardStyle | ||
+ | |||
+ | |- id="Mini-horns" | ||
+ | ! Mini-horns<br>[[File:Gene_HeadboneMinihorns.png|64px]] | ||
+ | | ''Carriers of this gene grow two small horns protruding from the forehead.'' | ||
+ | | '''0''' | ||
+ | | '''0''' | ||
+ | | Headbone | ||
+ | |||
+ | |- id="Sandy-blonde hair" | ||
+ | ! Sandy-blonde hair<br> | ||
+ | | ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.'' | ||
+ | ---- | ||
+ | * Hair color override: (193, 146, 85) | ||
+ | * Selection weight factor with dark skin: 0 | ||
+ | | '''0''' | ||
+ | | '''0''' | ||
+ | | HairColor | ||
+ | |||
+ | |- id="Pale yellow skin" | ||
+ | ! Pale yellow skin<br>[[File:FanGene_SkinColor_Yellow_Pale.png|64px]] | ||
+ | | ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.'' | ||
+ | ---- | ||
+ | * Skin color override: (193, 165, 99) | ||
+ | | '''0''' | ||
+ | | '''0''' | ||
+ | | SkinColorOverride | ||
+ | |||
+ | |- id="Poor plants" | ||
+ | ! Poor Plants<br>[[File:Gene_PoorPlants.png|64px]] | ||
+ | | ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' | ||
+ | ---- | ||
+ | * [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist. | ||
+ | | {{+|1}} | ||
+ | |{{Bad|1}} | ||
+ | | - | ||
+ | |||
+ | |- id="Poor animals" | ||
+ | ! Poor Animals<br>[[File:Gene_PoorAnimals.png|64px]] | ||
+ | | ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' | ||
+ | ---- | ||
+ | * [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist. | ||
+ | | {{+|1}} | ||
+ | | {{Bad|1}} | ||
+ | | - | ||
+ | |||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </li></div> | ||
== Acquisition == | == Acquisition == |
Revision as of 08:43, 21 December 2022
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Impids are a xenotype of fire-breathing devilish desertpeople. They are adapted well to the desert, but sacrifice ability with melee fighting, plants, and animals, to accomplish this. They're recognizable by their horns, bright skin, and fire-breathing attacks.
Lore
Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent.
Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.
The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability.
Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization. - In Game Description
Summary
Impids generally live in the desert and their genes reflect this. Their genetic complexity is 11, and metabolic efficiency is 0, giving no effect on their hunger rate.
Genes
Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. They also have flame-colored skin, horns, blond hair, with no beards, making them quite recognizable. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like hussars.
Name | Description | Exclude | ||
---|---|---|---|---|
Fire spew |
Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.
|
−2 | 1 | - |
Weak immunity |
Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.
|
+2 | 1 | Immunity |
Slow wound healing |
Carriers of this gene heal from wounds half as fast as normal.
|
+2 | 1 | WoundHealingRate |
Very fast runner |
Carriers of this gene move much more quickly than normal.
|
−5 | 1 | MoveSpeed |
Unhappy |
Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.
|
+3 | 1 | Mood |
Cold weakness |
Carriers of this gene are slightly less comfortable in cold temperatures.
|
+1 | 1 | MinTemperature |
Heat super-tolerant |
Carriers of this gene are much more comfortable in warm temperatures.
|
−2 | 1 | MaxTemperature |
Fire resistant |
Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
|
−2 | 1 | FireDamage |
Weak melee damage |
Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
|
+1 | 1 | MeleeDamage |
Beardless |
Carriers of this gene grow no facial hair. | 0 | 0 | BeardStyle |
Mini-horns |
Carriers of this gene grow two small horns protruding from the forehead. | 0 | 0 | Headbone |
Sandy-blonde hair |
Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
|
0 | 0 | HairColor |
Pale yellow skin |
Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
|
0 | 0 | SkinColorOverride |
Poor Plants |
The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - |
Poor Animals |
The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - |
Acquisition
You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various pirate gangs, but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions.