Difference between revisions of "Character Types"

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RimWorld is a game centered around the story of its characters, from player-managed colonists to AI-controlled wanderers and raiders.
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Throughout your play of Rimworld you will come across several different types of characters.  Some of these characters will be friendly such as drifters who just wander through your colony and other hostile, such as the mechanoids, looking to destroy you.
  
Each character possesses a set of skills, traits, and a personal backstory.
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==Animals==
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{{Main|Animals}}
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{{:Animals}}
  
==Skills==  
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==Colonists==  
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{{Main|Colonists}}
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Colonists are characters that are under your control. Colonists are human in vanilla, but can be different species if mods are in use. With the [[Ideology DLC]], Colonists can have different [[Ideoligions]] depending on which faction they originate from.
  
Main Article: [[Skills]]
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==Mechanoids==
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{{Main|Mechanoids}}
  
A character's skills denote how effective they are at the relevant tasks. Depending on their backstory, a character may have one or more skills permanently disabled, or none at all.
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Mechanoids are  hostile autonomous robots of ancient origin. Mechanoids are stronger than most biological creatures, and are very commonly the downfall of lategame colonies. Mechanoids can be encountered in [[raids]], [[mechanoid cluster]]s, [[ancient danger]]s, and [[crashed ship parts]].
  
==Backstories==
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==Prisoners==
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{{Main|Prisoners}}
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{{:Prisoner}}
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==Raiders==
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{{Main|Raider}}
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{{:Raider}}
  
Main Article:[[Backstories]]
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== Visitors ==
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Occasionally an event is triggered that spawns a group visitors from a friendly faction at the edge of the map that comes and mills about the colony. 
  
Each character has two backstory elements: a childhood and an adulthood. These elements affect the colonist's starting skills, and may prevent the use of some skills entirely.
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A visiting group's arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present. See [[Events#Visitors|Events - Visitors]].
  
It is possible for characters to generate with contradictory backstories (i.e. childhood backstory elements disabling skills that adulthood elements are themed around).
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When leaving, visitors will carry away wounded members of their faction.
  
==Traits==
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=== Trade ===
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{{main|Trade}}
  
Main Article: [[Traits]]
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Trade isn't available for some visitors. Sometimes one member of the group has items to trade, indicated by a question mark over the pawn.
  
A characters' traits are permanent modifiers that affect your colonists' stats, from walk speed to work speed, from base mood to mental break threshold.
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==Version history==
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{{asof|A14}} traders, visitors, raiders, kidnappers, animals, etc. will now escape if surrounded by walls with no way out. <br />
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{{asof|A16}} rescued people (especially space refugees etc.) should sometimes join the colony. If the environment isn't survivable (e.g. bad temperature, toxic fallout) they should always join the colony.
  
==Mood==
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[[Category:Characters]]
 
 
Main Article: [[Mood]]
 
 
 
A characters' mood is the total value of the effects of their thoughts and traits. If a colonist's mood drops below their mental break threshold, they will suffer a [[mood|mental break]].
 
 
 
==Thoughts==
 
 
 
Main Article: [[Thoughts]]
 
 
 
Thoughts are a summary of a character's experiences over the last day or so. Thoughts are either positive or negative, and can be generated in myriad ways, including things like observing their immediate surroundings, being hungry, and sleeping on the floor.
 
 
 
==Health==
 
 
 
Main Article: [[Health]]
 
 
 
In RimWorld, each living creature has a detailed anatomy, each part of which is subject to injury. Injuries can be temporary or permanent, and range from bruises and scratches, to dismemberment and fatality.
 
 
 
Depending on where the injury occurs, it may simply hamper the colonist's effectiveness, cause them to be completely incapacitated or even killed.
 
 
 
 
 
[[Category:Main]]
 

Latest revision as of 01:17, 1 February 2023

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

Throughout your play of Rimworld you will come across several different types of characters. Some of these characters will be friendly such as drifters who just wander through your colony and other hostile, such as the mechanoids, looking to destroy you.

Animals[edit]

Animals preview.png

Animals are a type of nonplayable, nonhuman pawn in Rimworld with their own needs, stats, capacities, and actions. They come in dozens of species, all of which can be wild or tamed. Wild animals occasionally spawn at the map edges according to the biome and sometimes from random events.

Animals usually wander the map aimlessly and feed when hungry, even eating player-grown plants. Like humans, animals don't require water and generate filth on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small rat or squirrel can take down and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn manhunter out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.

Animals are an important source of food by the meat they provide once hunted and butchered.

Colonists assigned to Handle receive 90 XP towards their Animals skill per training or taming attempt. When tamed "cute" animals nuzzle a colonist, the non-psychopath colonist receives a +4 Nuzzled mood for 1 day. Animals can also form bonds with colonists, providing a permanent +5 [Bonded animal]'s master mood as long as said colonist is assigned as a bonded animal's master, or a −3 Not [Bonded animal]'s master mood otherwise. These moods don't apply to psychopath colonists.

Friendly fire can happen with domesticated animals.

Colonists[edit]

Colonists are characters that are under your control. Colonists are human in vanilla, but can be different species if mods are in use. With the Ideology DLC, Colonists can have different Ideoligions depending on which faction they originate from.

Mechanoids[edit]

Mechanoids are hostile autonomous robots of ancient origin. Mechanoids are stronger than most biological creatures, and are very commonly the downfall of lategame colonies. Mechanoids can be encountered in raids, mechanoid clusters, ancient dangers, and crashed ship parts.

Prisoners[edit]

Prisoner preview.png

Prisoners are people who have been taken captive. This usually includes raiders, but colonists can be imprisoned too.

Raiders[edit]

Raiders layout preview.png

Raiders are essentially the main antagonists of RimWorld. They are predatory enemies who appear in events called "Raids" and are sent by the storyteller or by player accepted quests. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.

Visitors[edit]

Occasionally an event is triggered that spawns a group visitors from a friendly faction at the edge of the map that comes and mills about the colony.

A visiting group's arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present. See Events - Visitors.

When leaving, visitors will carry away wounded members of their faction.

Trade[edit]

Trade isn't available for some visitors. Sometimes one member of the group has items to trade, indicated by a question mark over the pawn.

Version history[edit]

As of version 0.14.1234 (15 July 2016) traders, visitors, raiders, kidnappers, animals, etc. will now escape if surrounded by walls with no way out.
As of version 0.16.1393 (21 December 2016) rescued people (especially space refugees etc.) should sometimes join the colony. If the environment isn't survivable (e.g. bad temperature, toxic fallout) they should always join the colony.