Character Types

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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.

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.

Animals

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

Main Article: Colonists

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Colonists are the main protagonists in RimWorld. They are living inhabitants of each RimWorld colony, and the primary goal of the game is for the player to properly manage them. Each colonist has specific skills, positive and negative traits, and a character backstory. In general, every human is a colonist, except for raiders/travelers/prisoners. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game. Colonists are also often referred to as the player's "pawns" by the RimWorld Community. Note, however, that when used without the possessive the term "pawn" more correctly refers to any ambulatory entity in the game including, but not limited to, colonists. See Pawn for further explanation.

When managing the colonists, the player must take note of as many of the colonists' attributes as possible. These include, but are not limited to, managing their needs at all times, utilizing their skills to help with their progress throughout the game, increasing their skills, having them research technologies and build anything that helps them the most, and defend themselves against raiders - which include increasing their defenses with each passing moment.

When possible, playing into the strengths of each colonist, as well as their likes, will increase the player's efficiency of advancing through the game.


Mechanoids

Mechanoids are deadly autonomously intelligent robots, most commonly encountered as hostiles in raids, ancient shrines and the ancient ship crash event.

Prisoners

Main Article: Prisoners

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

Raiders

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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

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. Sometimes one member of the group has items to trade, indicated by a question mark over the pawn. To initiate trade, select a colonist and right-click the trader.
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.