Difference between revisions of "Creepjoiner"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}
 
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}
Creepy joiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepy joiners even if you have not yet activated the [[monolith]].
+
{{Stub|reason=Missing a ton of detail on the various effects}}
 +
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. They are pawns who will randomly arrive at your colony offering to join, often providing great benefits however potentially bringing a hidden downside. You can encounter creepjoiners even if you have not yet activated the [[monolith]].
  
 
== Summary ==
 
== Summary ==
Line 11: Line 12:
 
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).
 
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).
  
Creepy joiners cannot be studied, but some of their side effects such as [[entities]] can be.
+
Creepjoiners can be studied for if taken prisoner, as can some of their side effects such as [[entities]]. Creepjoiners are studied for Advanced Anomaly Research and give 2 Advanced Research with a cooldown of 2 days. The Creep joiner must be walking to be possible to be studied.
  
The [[monolith]] does not need to be active for creepy joiners to appear.
+
The [[monolith]] does not need to be active for creepjoiners to appear.
  
 
=== Types ===
 
=== Types ===
  
Main creepy joiner types (each has its unique backstory and equipment):
+
Main creepjoiner types (each has its unique backstory and equipment):
  
 
* Leathery stranger
 
* Leathery stranger
 
* Dark scholar
 
* Dark scholar
* Deal maker
+
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit
 
* Drifter
 
* Drifter
* Blind healer
+
* Blind healer — Usually missing both eyes, which can be replaced with surgery
* Timeless one
+
* Timeless one — Usually a very young adult
* Cult escapee
+
* Cult escapee - Usually has many surgical scars and/or removed body parts
* Lone genius
+
* Lone genius - Always has the [[Too smart]] and [[Abrasive]] traits.
  
 
=== Benefits ===
 
=== Benefits ===
Line 32: Line 33:
 
They can have one of the following benefits:
 
They can have one of the following benefits:
  
* Perfect human — Has the [[Perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.
+
* Perfect human — Has the [[perfect memory]] and [[industrious]] trait and 14 to 18 in all skills. The perfect memory trait prevents their skills from degrading.
 
* Occultist — Has a bonus to research  
 
* Occultist — Has a bonus to research  
* Shambler overlord — Has an ability to create create friendly [[shambler]]s
+
* Shambler overlord — Has an ability to create friendly [[shambler]]s through a release [[Research#Deadlife_dust|deadlife dust]] cloud power.
 
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.
 
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].
+
* Alchemist — Has a Transmute Steel ability with a 20 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]]; or a [[stuff]]able item or building made from steel into [[plasteel]], [[uranium]], [[gold]], or [[bioferrite]].
* Joybringer — Has the [[Joyous]] trait, which provides a passive +3 mood boost to all pawns in your colony anywhere on the map
+
* Joybringer — Has the [[Joyous]] trait, which provides a passive {{good|+3}} '''joyous presence''' mood buff to all pawns in your colony anywhere within the same map
 
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.
 
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.
 
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].
 
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.
+
* Psychic butcher — Has an ability that can instantly kill pawns, turning them into twisted flesh.
 
+
{| {{STDT| sortable c_07 text-valign:top}}
{| class="wikitable"
 
|+ Caption text
 
 
|-
 
|-
! Name !! Description
+
! Name !! Description !! Effects !! Target !! Range !! Warmup<br/> Time !! Cooldown !! Charges
 
|- id="Unnatural healing"
 
|- id="Unnatural healing"
 
| Unnatural healing<br>[[File:UnnaturalHealing.png|64px]]
 
| Unnatural healing<br>[[File:UnnaturalHealing.png|64px]]
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''
+
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.''  
----
 
 
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing
 
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.''
+
|
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}
+
* Replicates the effect of a [[healer mech serum]].
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].
+
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].
:* Target: Single non-[[mechanoid]] pawn. Cannot target self.  
+
* At time of writing, this ability stuns its target for 4.5 seconds while being applied, the stun lasts for the full duration even when the ability is cancelled. This allow the user to stun an unlimited number of pawns indefinitely by repeatedly applying and cancelling the ability
:* Range: Touch
+
| Single non-[[mechanoid]] pawn. <br/>Cannot target self.  
:* Warmup Time: {{Ticks|270}}
+
| Touch
:* Cooldown: {{Ticks/gametime|360000}}
+
| {{Ticks|270}}
:* Charges: 1
+
| {{Ticks/gametime|360000}}
 +
| 1
 
|- id="Psychic slaughter"
 
|- id="Psychic slaughter"
| Psychic slaughter<br>[[File:PsychicSlaughter.png.png|64px]]
+
| Psychic slaughter<br>[[File:PsychicSlaughter.png|64px]]
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''
+
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.''  
----
+
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter
* Has ability: [[File:PsychicSlaughter.png.png|16px]] Psychic slaughter
+
|
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.''  
+
* On cast, instantly kills target.
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].
+
* Generates [[Twisted meat]] where target once stood.
:* Range: 4.9 tiles
+
| Single non-[[mechanoid]] pawn in [[LoS]].
:* Warmup Time: {{Ticks|120}}
+
| 4.9 tiles
:* Cooldown: {{Ticks/gametime|60000}}
+
| {{Ticks|120}}
:* Charges: 1
+
| {{Ticks/gametime|60000}}
 +
| 1
 
|}
 
|}
  
 
=== Drawbacks ===
 
=== Drawbacks ===
  
They can come with a downside as well, which occurs on a delay after living with your colony for a while:
+
Creepjoiners can have one downside applied to them upon spawning as well, which occurs after a 3-30 day delay while living with your colony, These downsides include:
  
 
* Nothing
 
* Nothing
* Desertion — The colonist will suddenly depart.
+
* Desertion — The colonist will suddenly depart. {{Check Tag|Enslaved?|Do enslaved creepjoiners retain this drawback?}}
 
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.
 
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.
* Metalhorror — The colonist is infected with a [[metalhorror]].
+
* Metalhorror — The colonist is infected with a [[metalhorror]] (requires level 2 Monolith).
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepy joiner.
+
* Crumbling mind — The colonist will experience a severe health effect that renders them incapable of most tasks within a few days. The crumbling can be healed with a [[healer mech serum]] or by having another joiner use Unnatural Healing.
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].
+
** Can be diagnosed early with a surgical inspection.
* Psychic agony — The colonist inflicts a psychic mood debuff on nearby colonists, [[psychic sensitivity]] applies to this effect  
+
* [[Traits#Creepjoiner_Traits|Void fascination]] — The colonist will have a [[Mental break#Entity liberator|Entity Liberator]] mental break regularly and attempt to free all of your contained [[entities]]. this is immediately apparent due to being a trait. {{Check Tag|No entities?|what happens if there are no entities to free? is this replaced by another action or does the mental break still occur and just end up being treated like a daze?}}
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.
+
* Psychic agony — The colonist emits a psychic pulse, on average once every 30 days, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.
* Disturbing — The colonist mumbles and gives other colonists a negative mood debuff when interacting with them.
+
** If a surgical inspection is made on a Human who does this, this will be the results: "''(human) detected a faint but painful psychic presence emanating from (human) but failed to understand what was causing it''"
 +
** This Event is very rare, and seems to only trigger when humans are grouped up, though it could be random.{{Check Tag|Detail needed|What triggers it an when}} When it happens, all nearby humans will gain 100% pain for a few seconds,{{Check Tag|Exact duration?}} reduced to 25% soon after, which last between 2-5 days. This can be sufficient to kill pawns.
 +
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and/or [[lung]]s.
 +
* [[Traits#Creepjoiner_Traits|Disturbing]] — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.  this is immediately apparent due to being a trait.
 +
 
 +
Separate from the downsides listed above, Creep joiners will become hostile if they receive friendly fire damage. This aggressive state on friendly fire damage can only occur once. If a Creep Joiner receives friendly fire, becomes captured, and then joins the colony, they will not respond to friendly fire with aggression.  When recruiting creep joiners, it's recommended to sedate them, punch them once to trigger their initial friendly fire hostility, and proceed to capture and recruit them like any other hostile pawn.
  
 
If they become aggressive, they can react in various ways:
 
If they become aggressive, they can react in various ways:
Line 91: Line 96:
 
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.
 
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.
 
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.
 
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.
 +
 +
Also they are not able to romance ordinary pawns, but they can romance another creepjoiner, or form relationships to pawns with the [[Genes#Psychic_bonding|psychic bond]] gene (such as Highmates). {{Check Tag|verify|Confirmed for leathery man. Is this relevant for other types of creepjoiners? Can be overridden with psychic bond}}.
 +
 +
Creep joiners initially start as Unwaveringly Loyal. If they are allowed to join your colony, the Unwaveringly Loyal aspect is removed permanently. They have 0 resistance and roughly around 80 will when imprisoned this is reset by their friendly fire hostility which can even occur during prison breaks.
 +
 +
== Pawn Kinds ==
 +
<!-- Combining the pawn kind label and image columns was accidental, but honestly it doesn't look bad, and uses some empty space -->
 +
{{:Creepjoiner/Pawns}}
  
 
== Analysis ==
 
== Analysis ==
  
Creepy joiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.
+
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them. Some creepjoiners such as the perfect human can be incredible and frankly game-changing if acquired, however one must decide whether the potential risks they may bring are worth it. Additionally, you may also want to consider the potential downsides of not recruiting the creepjoiner (such as a potential aggressive response).
 +
 
 +
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early. However, not all downsides can be revealed with a medical inspection, so even if a medical inspection has no results then it is still necessary to stay vigilant.
  
If a creepy joiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a "normal" colonist.
+
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]]. You will want to be prepared to potentially lose the creepjoiner for a very long time however (especially if they suffer from crumbling mind, which may require something as rare as a healer mech serum to cure), so be prepared if they carry out essential jobs such as cooking or farming.
  
Performing a medical inspection surgery right after recruiting a creepy joiner can sometimes reveal their downside early.
+
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them isolated from other colonists (such as utilising areas to restrict their movement or using a schedule that isolates them) until the downside either is discovered or reveals itself. This can be beneficial if the downside turns out to be one that can potentially affect other colonists, such as a Metalhorror.
  
Creepy joiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].
+
Due to the risk of a recruited creepjoiner suddenly deserting the colony after a few days, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch up to them and you will consequently lose the equipment.

Latest revision as of 23:15, 13 November 2024

Creepjoiners are an exclusive event for the Anomaly DLC. They are pawns who will randomly arrive at your colony offering to join, often providing great benefits however potentially bringing a hidden downside. You can encounter creepjoiners even if you have not yet activated the monolith.

Summary[edit]

A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too.

If rejected, they can either depart peacefully or become hostile.

Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).

Creepjoiners can be studied for if taken prisoner, as can some of their side effects such as entities. Creepjoiners are studied for Advanced Anomaly Research and give 2 Advanced Research with a cooldown of 2 days. The Creep joiner must be walking to be possible to be studied.

The monolith does not need to be active for creepjoiners to appear.

Types[edit]

Main creepjoiner types (each has its unique backstory and equipment):

  • Leathery stranger
  • Dark scholar
  • Deal maker — Has the Beautiful trait in addition to their other benefit
  • Drifter
  • Blind healer — Usually missing both eyes, which can be replaced with surgery
  • Timeless one — Usually a very young adult
  • Cult escapee - Usually has many surgical scars and/or removed body parts
  • Lone genius - Always has the Too smart and Abrasive traits.

Benefits[edit]

They can have one of the following benefits:

  • Perfect human — Has the perfect memory and industrious trait and 14 to 18 in all skills. The perfect memory trait prevents their skills from degrading.
  • Occultist — Has a bonus to research
  • Shambler overlord — Has an ability to create friendly shamblers through a release deadlife dust cloud power.
  • Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a fleshbeast that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.
  • Alchemist — Has a Transmute Steel ability with a 20 hour cooldown, which randomly converts one stack of steel or a steel slag chunk into plasteel, uranium, gold, bioferrite, or twisted meat; or a stuffable item or building made from steel into plasteel, uranium, gold, or bioferrite.
  • Joybringer — Has the Joyous trait, which provides a passive +3 joyous presence mood buff to all pawns in your colony anywhere within the same map
  • Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.
  • Body master — Has the body mastery trait, which completely removes the pawn's need for food, sleep, and comfort.
  • Psychic butcher — Has an ability that can instantly kill pawns, turning them into twisted flesh.
Name Description Effects Target Range Warmup
Time
Cooldown Charges
Unnatural healing
UnnaturalHealing.png
Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.
  • Has ability: UnnaturalHealing.png Unnatural healing
  • Replicates the effect of a healer mech serum.
  • 25% chance to also replace one of the pawn's arms with a flesh tentacle.
  • At time of writing, this ability stuns its target for 4.5 seconds while being applied, the stun lasts for the full duration even when the ability is cancelled. This allow the user to stun an unlimited number of pawns indefinitely by repeatedly applying and cancelling the ability
Single non-mechanoid pawn.
Cannot target self.
Touch 270 ticks (4.5 secs) 360,000 ticks (6 in-game days) 1
Psychic slaughter
PsychicSlaughter.png
Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.
  • Has ability: PsychicSlaughter.png Psychic slaughter
  • On cast, instantly kills target.
  • Generates Twisted meat where target once stood.
Single non-mechanoid pawn in LoS. 4.9 tiles 120 ticks (2 secs) 60,000 ticks (24 in-game hours) 1

Drawbacks[edit]

Creepjoiners can have one downside applied to them upon spawning as well, which occurs after a 3-30 day delay while living with your colony, These downsides include:

  • Nothing
  • Desertion — The colonist will suddenly depart. [Enslaved?]
  • Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.
  • Metalhorror — The colonist is infected with a metalhorror (requires level 2 Monolith).
  • Crumbling mind — The colonist will experience a severe health effect that renders them incapable of most tasks within a few days. The crumbling can be healed with a healer mech serum or by having another joiner use Unnatural Healing.
    • Can be diagnosed early with a surgical inspection.
  • Void fascination — The colonist will have a Entity Liberator mental break regularly and attempt to free all of your contained entities. this is immediately apparent due to being a trait. [No entities?]
  • Psychic agony — The colonist emits a psychic pulse, on average once every 30 days, inflicting a large amount of psychic pain on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. Psychic sensitivity applies to this effect.
    • If a surgical inspection is made on a Human who does this, this will be the results: "(human) detected a faint but painful psychic presence emanating from (human) but failed to understand what was causing it"
    • This Event is very rare, and seems to only trigger when humans are grouped up, though it could be random.[Detail needed] When it happens, all nearby humans will gain 100% pain for a few seconds,[Exact duration?] reduced to 25% soon after, which last between 2-5 days. This can be sufficient to kill pawns.
  • Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their heart, liver, kidneys, and/or lungs.
  • Disturbing — The colonist upsets other colonists, giving them a −2 [name] rambling moodlet when interacting with them, which can stack up to −12 mood. this is immediately apparent due to being a trait.

Separate from the downsides listed above, Creep joiners will become hostile if they receive friendly fire damage. This aggressive state on friendly fire damage can only occur once. If a Creep Joiner receives friendly fire, becomes captured, and then joins the colony, they will not respond to friendly fire with aggression. When recruiting creep joiners, it's recommended to sedate them, punch them once to trigger their initial friendly fire hostility, and proceed to capture and recruit them like any other hostile pawn.

If they become aggressive, they can react in various ways:

  • Basic assault
  • Fleshbeast emergence — A fleshbeast emerges from the joiner, killing them in the process.
  • Sightstealer attack — The joiner will scream and summon sightstealers.

Also they are not able to romance ordinary pawns, but they can romance another creepjoiner, or form relationships to pawns with the psychic bond gene (such as Highmates). [verify].

Creep joiners initially start as Unwaveringly Loyal. If they are allowed to join your colony, the Unwaveringly Loyal aspect is removed permanently. They have 0 resistance and roughly around 80 will when imprisoned this is reset by their friendly fire hostility which can even occur during prison breaks.

Pawn Kinds[edit]

Leathery stranger

  • Letter Label: A ragged stranger with leathery skin is approaching your colony.
  • Letter Prompt:

    The leathery stranger stares into space and speaks in a monotone, as though {PAWN_pronoun} hardly sees anyone or anything. {PAWN_pronoun} refuses to leave, insisting {PAWN_pronoun} is only interested in your colony. {PAWN_pronoun} says that {PAWN_pronoun} can help.

Dark scholar

  • Letter Label: A dark scholar covered with twisted scars is approaching the colony.
  • Letter Prompt:

    The dark scholar slouches in place, lifeless and silent. Only {PAWN_possessive} eyes seem alive, as if {PAWN_pronoun} could look inside you.

    {PAWN_pronoun} says that this is where {PAWN_pronoun} belongs and asks to stay for a while. {PAWN_possessive} tone indicates that {PAWN_pronoun} will not take 'no' for an answer.

Deal maker

  • Letter Label: A stunningly good-looking stranger is approaching the colony.
  • Letter Prompt:

    A stunningly good-looking stranger stands in front of you. {PAWN_possessive} face beams with confidence as {PAWN_pronoun} opens {PAWN_possessive} hands in a gesture of fellowship.

    {PAWN_pronoun} says {PAWN_pronoun} is here to make a deal and will help you in exchange for simple hospitality. This is {PAWN_possessive} purpose and {PAWN_pronoun} always fulfills {PAWN_possessive} purpose.

Drifter

  • Letter Label: A visitor is approaching the colony.
  • Letter Prompt:

    The weary-looking drifter stretches {PAWN_possessive} legs. {PAWN_pronoun} seems very tired.

    {PAWN_pronoun} asks to stay in your colony for a while - at least until {PAWN_pronoun} has recovered {PAWN_possessive} strength.

Blind healer

  • Letter Label: A blind healer is approaching the colony.
  • Letter Prompt:

    A small, withered {PAWN_genderNoun} stands in front of you. Where {PAWN_possessive} eyes should be, there are only scar-crusted holes in {PAWN_possessive} flesh. Yet, even without eyes, {PAWN_pronoun} somehow looks at you with kindness. {PAWN_pronoun} says that {PAWN_pronoun} knows that {PAWN_possessive} skills are needed here and wants to stay for a while.

Timeless one

  • Letter Label: A teenager is approaching the colony. {PAWN_pronoun} has a strange air of confidence around {PAWN_objective}.
  • Letter Prompt:

    {PAWN_nameDef} is barely more than a child but in {PAWN_possessive} thoughtful eyes you sense an ancient wisdom. When {PAWN_pronoun} speaks, the words seem to come from an unnatural knowledge of endless time. {PAWN_pronoun} says that the stars brought {PAWN_objective} here to fulfill {PAWN_possessive} destiny. {PAWN_pronoun} wants to stay with you and help.

Cult escapee

  • Letter Label: A mangled figure is approaching the colony.
  • Letter Prompt:

    The mangled stranger stares at you with empty eyes and speaks in a broken voice. {PAWN_pronoun} claims to have escaped from a terrible cult and begs to join your colony.

Lone genius

  • Letter Label: A lone figure is approaching the colony.
  • Letter Prompt:

    The strange figure keeps muttering about some scientific breakthrough. All {PAWN_pronoun} needs is a laboratory. If you let {PAWN_objective} stay, {PAWN_pronoun} will share {PAWN_possessive} vast knowledge with you. It's hard to tell whether {PAWN_pronoun}'s insane or a genius - or both.


Shared Parameters:

  • Race: CreepJoiner
  • Backstories: Unknown (Childhood) and Unknown (Adulthood)
  • Is Fighter: false
  • Pregnancy Chance: 0%
  • Initial Will Range: 80~90
  • Initial Resistance Range: 0~0
  • Can Be Scattered: false
  • Studiable As Prisoner: true
  • Accept Arrest Chance Factor: 80%
  • Base Prison Break MTB Days: 30
  • Show In Debug Spawner: false
  • Weight: 1
  • Pawn Kind Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Leathery stranger
    Leathery stranger.png
    55 Quality: Always Normal Fixed: Poor Bison wool Bison wool; Duster Duster, T-shirt T-shirt, Pants Pants
    Allow Headgear Chance: 0%
    Ignore Seasons: false
    Ignore Pollution true
    Body Type: Leathery
    Head Type: Leathery
    BeardTags: NoBeard
    Fixed: Bolt action rifle Bolt action rifle - 10 Nutrition Age Range: 35~70
    Dark scholar
    Dark scholar.png
    55 Forced Quality: Poor Color:

    Ignore Ideo Apparel Colors: true
    Required: Robe Robe
    Allow Headgear Chance: 0%
    Available: None
    Ignore Seasons: false
    Ignore Pollution true
    Head Type: Dark Scholar
    BeardTags: NoBeard
    - - 10 Nutrition Age Range: 40~70
    Forced Skills: 14~20 Intellectual
    Existing Damage: Damage; SurgicalCut, Groups; Legs, Arms, FullHead
    Forced Traits: Psychopath
    Favorite Color:

    Requires: Occultist, DeathRefusal, ShamblerOverlord, Fleshcrafter, PsychicButcher
    Excludes: Metalhorror, OrganDecay, Assault
    Deal maker
    Deal maker.png
    55 Forced Quality: Good Color:

    Ignore Ideo Apparel Colors: true
    Required: Top hat Top hat Content added by the Royalty DLC, Jacket Jacket, T-shirt T-shirt, Pants Pants
    Allow Headgear Chance: 0%
    Available: None
    Ignore Seasons: false
    Ignore Pollution true
    BeardTags:
    Fixed: Revolver Revolver - 10 Nutrition Age Range: 20~40
    Forced Skills: 14~20 Social, 14~20 Shooting
    Forced Traits: Beautiful
    Favorite Color:

    Requires: Joybringer, PerfectHuman, BodyMastery
    Drifter
    Creepjoiner drifter.png
    55 HP: 20~60%
    Quality: Poor
    Budget: 90~280
    Allow Headgear Chance: 20%
    Available: CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, Tuque.png Tuque, GasMask.png Gas mask Content added by the Biotech DLC, Parka.png Parka, Button-Down Shirt.png Button-down shirt, Pants.png Pants, T-Shirt.png T-shirt
    Ignore Seasons: false
    Ignore Pollution true
    BeardTags:
    Budget: 60~200
    Available: Knife.png Knife, Club.png Club
    Budget: 50~50
    Available: 15% chance of 1x: Medicine industrial a.png Denture, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    0 Nutrition
    10% chance of: 1x Herbal medicine Herbal medicine
    Age Range: 20~60
    Blind healer
    Blind healer.png
    55 Quality: Always Normal Fixed: Poor Patchleather Patchleather; T-shirt T-shirt, Pants Pants
    Allow Headgear Chance: 0%
    Ignore Seasons: false
    Ignore Pollution true
    Hair: Bald
    Fixed: Poor Steel Steel Knife Knife - 10 Nutrition Age Range: 55~80
    Missing Parts: 2x Eyes
    Requires: UnnaturalHealing
    Timeless one
    Timeless one.png
    55 Forced Quality: Good Color:

    Ignore Ideo Apparel Colors: true
    Required: T-shirt T-shirt, Pants Pants
    Allow Headgear Chance: 0%
    Available: Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket
    Ignore Seasons: false
    Ignore Pollution true
    Head Type: TimelessOne
    BeardTags: NoBeard
    - - 10 Nutrition Age Range: 13~16
    Cult escapee
    Cult escapee.png
    55 Quality: Always Normal Fixed: Poor Cloth Cloth; Robe Robe, T-shirt T-shirt, Pants Pants
    Allow Headgear Chance: 0%
    Ignore Seasons: false
    Ignore Pollution true
    Body Type: Cult Escapee
    Head Type: Cult Escapee
    HairTags: Bald
    BeardTags: NoBeard
    - Starting Hediffs: 50% chance: Flesh tentacle Flesh tentacle 10 Nutrition Age Range: 18~70
    Missing Parts: 50% chance for each: Arm, Eye, Eye
    Existing Damage: Damage; SurgicalCut, Chance Per Group; 50%, Groups; Arms, Legs
    Requires: DeathRefusal, Occultist, ShamblerOverlord, Fleshcrafter, PsychicButcher
    Excludes: Joybringer
    Lone genius
    Lone genius.png
    55 Quality: Always Normal Fixed: Good; Cloth Cloth;
    Lab coat Lab coat, Button-down shirt Button-down shirt, Synthread Synthread; Pants Pants
    Allow Headgear Chance: 0%
    Ignore Seasons: false
    Ignore Pollution true
    Fixed: Charge lance Charge lance - 10 Nutrition Age Range: 30~80
    Forced Skills: 13~18 Intellectual
    Forced Traits: Too smart, Abrasive
    Requires: UnnaturalHealing, Alchemist, Occultist
  • Analysis[edit]

    Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them. Some creepjoiners such as the perfect human can be incredible and frankly game-changing if acquired, however one must decide whether the potential risks they may bring are worth it. Additionally, you may also want to consider the potential downsides of not recruiting the creepjoiner (such as a potential aggressive response).

    Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early. However, not all downsides can be revealed with a medical inspection, so even if a medical inspection has no results then it is still necessary to stay vigilant.

    Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a cryptosleep casket. You will want to be prepared to potentially lose the creepjoiner for a very long time however (especially if they suffer from crumbling mind, which may require something as rare as a healer mech serum to cure), so be prepared if they carry out essential jobs such as cooking or farming.

    If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them isolated from other colonists (such as utilising areas to restrict their movement or using a schedule that isolates them) until the downside either is discovered or reveals itself. This can be beneficial if the downside turns out to be one that can potentially affect other colonists, such as a Metalhorror.

    Due to the risk of a recruited creepjoiner suddenly deserting the colony after a few days, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch up to them and you will consequently lose the equipment.