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.
See also Colonist.
Every character in RimWorld has a set of skills; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to backstory elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the character tab. Experience points are gained by performing a relevant task or may be boosted by using a neurotrainer.
Experience counts assume "Interested", i.e. neutral, experience gain.
Colonists have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:
Obedience: (Training intelligence required: Simple) - An animal trained in obedience follows its master and will attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. The assigned master can be changed to another colonist with sufficient animal skill for that animal. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is not assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. This effect does not stack with multiple bonded animals, however one pawn can have both the positive and negative moodlets from two bonded animals.
Release: (Training intelligence required: Intermediate) - When animals are released by their master, using the 'release animals' command, they may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby.
Rescue: (Training intelligence required: Advanced) - Animals trained in rescue will rescue its master as well as nearby colonists. Only species of sufficient size can rescue.
Haul: (Training intelligence required: Advanced) - Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently.
Sculptures add beauty to any space that they occupy once they are installed.
They come in 3 different sizes.
The construction skill affects how long a colonist takes to complete a construction or repair task. It also affects the quality outcome of some items such as beds, chairs, tables, etc.
Each point increases speed by 15%.
Experience is gained each tick spent working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of 'work required' for a construction job. At 200% work speed, disregarding colonist passions, each unit of 'work required' would reward only 41 experience.
Cooking and butchering increase cooking skill.
Each point decreases cooking time by 11%
Each point decreases butchering time by 10%
Each point increases meat amount by 2.5%
|Project||Experience Given Per Task|
The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble mechanoids. It also determines the amount of resources produced.
Each point decreases crafting time by 10%
Each point increases the resource yield by 2.5%
Each stone cut into blocks provides 100 experience.
The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots.
Each point increases speed by 12%.
|Project||Experience Given Per Task|
Some plants require a minimum growing skill in order to plant them:
- Main article: Doctoring
The Medicine Skill is the driving factor in determining base medical treatment quality, surgery success chance, and the speed at which medical operations are performed. People with lower medicine skill are more likely to give Poor quality treatment, meaning that poorly treated open wounds are still susceptible to infection and also have a chance to leave a scar - which permanently lowers the health of the affected body part, along with giving a constant amount of pain. Certain scars can be painful enough that they give more than 10% pain, meaning that the consciousness of the affected individual is permanently weakened, which affects their performance in all aspects from work to shooting.
Doctors which are either physically hindered (e.g. missing an arm) or sick (e.g. food poisoning) and/or have low medicine skill are significantly more likely to fail at surgery. The severity of an operational failure varies from only a minor failure; where the part being installed (if installing) may still be re-usable and only do moderate damage to the patient. However, there can also be a catastrophic failure where the part being installed will be destroyed, and there will be surgical cuts doing severe damage, and possibly even being fatal.
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.
The melee skill determines a characters' chance to land a hit in melee.
The mining skill determines how long it takes for a colonist to mine out each rock.
Each point increases speed by 15%.
This skill affects the speed at which research is completed.
Each point increases speed by 15%
Each point in research provides you with 1 experience.
The shooting skill affects a characters' accuracy with a ranged weapon. 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|
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
Each point increases social interaction impact by 10%
Each point increases gift impact by 5%
Each point increases recruitment chance by 5%
Each point makes trade prices 0.5% better
As well as their skill levels, each character can have a level of passion for each skill. The level of passion determines the rate at which the character will develop that skill. A characters' passion level for a particular skill is depicted by a flame icon beside the skill on the character tab. The levels of passion are:
As of Alpha 14 (July 15th, 2016), once colonists have learned a certain (4000) amount in a day, they’ll learn at a much-reduced rate(20%) until the next day.
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.
Note that level decay begins at level 10 (Expert), at which point colonists will be constantly losing experience at an increasing rate the higher the skill is. There is no level 21, as the max experience in the game is capped at 230999, 1 exp short of leveling up.
|Level||Name||Total experience required||Experience till next level|
|0||Barely heard of it||0||1000|
|12||Very Strong Expert||78000||13000|
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters.
|Nudist||NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.|| +20 mood modifier when naked (excluding armor and headgear)
-3 mood modifier for cloth
|Bloodlust||NAME gets a rush from hurting people, and never minds the sight of blood or death.|| +8 mood for witnessing a stranger's death
+13 mood for killing strangers
|Kind||NAME is a nice person. HE has a tendency to brighten everyone else's day and never insults others.|| Sometimes tells others Kind Words
+5 mood for anyone who has been told Kind Words by this colonist
|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.||Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, butchering of humans or friendly chats||-|
|Cannibal||NAME was taught that eating human meat is wrong and horrible. But one time, long ago, they tried it... and they liked it.|| +15 mood after eating meal made with human flesh
+20 mood after eating raw human flesh
|Abrasive||NAME always says exactly what's on their mind, especially if it's bugging them. That tends to rub people the wrong way.||-4 mood for anyone who has a social chat with this colonist. Stacks up to 3 times||-|
|Too Smart||NAME is too smart for their own good. They learn everything much faster than everyone, but can be quite eccentric.|| Global learning speed (Experience gained) +80%
Mental break threshold +12
|Brawler||NAME likes to fight up close and personal. Their accuracy is greatly increased in melee combat, but they'll be very unhappy if asked to carry a ranged weapon.|| Melee hit chance +75%
Melee skill +6
| Trigger Happy
|Masochist||For NAME, there's something exciting about getting hurt. They don't know why, they're just wired differently.|| +5 mood bonus for being in a little pain
+10 mood bonus for being in medium pain
|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
|Prosthophobe||NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.||-12 mood penalty for having a bionic body part.||Prosthophile|
|Green Thumb||NAME has a passion for gardening. They get a mood bonus for every plant they sow.||+1 mood from sowing a plant. Stackable up to 20 times.||-|
|Night Owl||NAME likes to work at night. They get a mood bonus if awake at night and mood loss if awake during the day.|| -10 mood during day (starts: ~11:00, ends: ~18:00),
+16 mood during night (starts: ~23:00, ends: ~06:00).
|Greedy||NAME needs a really impressive bedroom. They get a mood loss if they don't get what they want.||-8 mood for not having an impressive bedroom.||Ascetic|
|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 for not having the best bedroom.||Ascetic|
|Ascetic||NAME prefers to live in asceticism. HE will be put in a poor mood if HE has a bedroom that's too impressive. HE also dislikes fancy food and prefers to eat raw - and raw food won't bother HIM a bit.|| -5 mood for having an impressive bedroom.
Mood not affected by food quality.
|Gay||NAME is romantically attracted to people of their own gender.||Will only have romantic relationships with people of same gender.||-|
|Dislikes Men||NAME really dislikes and distrusts men.||-25 opinion of men.||Psychopath|
|Dislikes Women||NAME really dislikes and distrusts women.||-25 opinion of women.||Psychopath|
|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||-|
|Creepy Breathing||NAME breathes heavily all the time, and sweats constantly. People find it creepy.||-25 opinion from other colonists||-|
|Pyromaniac||NAME loves fire. They will occasionally start fires and will never extinguish them.|| Incapable of firefighting
Mental state can randomly change to a fire starting spree.
|Trigger Happy||Pew! Pew! Pew! NAME is a terrible shot, but they don't care, because guns are awesome!|| Aiming time -50%
Hit chance -50%
| Careful Shooter
|Careful Shooter||NAME is a pretty good shot, but they need more time to focus on their target.|| Aiming time +25%
Hit chance +50%
| Trigger Happy
- Specific value not listed in flavor text.
All traits in a given spectrum are mutually exclusive
These traits affect a colonist's walk speed.
|Jogger||NAME always moves with a sense of urgency - so much so that others often fail to keep up.||Movement speed +0.4 c/s|
|Fast Walker||NAME likes to be where HE's going. HE walks quicker than most people.||Movement speed +0.2 c/s|
|Slowpoke||NAME is always falling behind the group whenever HE goes anywhere.||Movement speed -0.2 c/s|
These traits affect the colonist's base mood.
|Sanguine||NAME is just naturally upbeat about HIS situation, pretty much all the time, no matter what it is.||Permanent +12 mood modifier|
|Optimist||NAME is naturally optimistic about life. It's hard to get HIM down.||Permanent +6 mood modifier|
|Pessimist||NAME tends to look on the bad side of life.||Permanent -6 mood modifier|
|Depressive||NAME is perennially unhappy. HE has trouble sustaining a good mood even when everything is fine.||Permanent -12 mood modifier|
- Specific value not listed in flavor text.
These traits affect the colonist's mental break threshold.
|Iron-Willed||NAME's will is an iron shield. HE keeps going through thick and thin, when others broke down long before.||Mental break threshold -18|
|Steadfast||NAME is mentally tough and won't break down under stresses that would crack most people.||Mental break threshold -9|
|Nervous||NAME tends to crack under pressure.||Mental break threshold +8|
|Volatile||NAME is on a hair-trigger all the time. HE is the first to break in any tough situation.||Mental break threshold +15|
|Neurotic||NAME likes to have things squared away. HE will work harder than most to attain this state of affairs, but HIS nerves can get the better of HIM.|| Work speed +20%
Mental break threshold +8
|Very Neurotic||NAME feels constantly nervous about everything that has to get done. HE will work extremely hard to attain this state of affairs, but HIS nerves can easily get the better of HIM.|| Work speed +40%
Mental break threshold +14
These traits affect the colonist's global work speed.
|Industrious||NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.||Work speed +35%|
|Hard Worker||NAME is a natural hard worker and will finish tasks faster than most.||Work speed +20%|
|Lazy||NAME is a little bit lazy.||Work speed -20%|
|Slothful||NAME loves idleness and hates anything productive. HE moves slowly and rarely stays focused on a task.||Work speed -35%|
These traits influence how much a colonist is affected by psychic phenomena.
|Psychically Hypersensitive||NAME's mind is like a psychic tuning fork. HE is extremely sensitive to psychic phenomena.||Psychic sensitivity +80%|
|Psychically Sensitive||NAME's mind is unusually sensitive to psychic phenomena.||Psychic sensitivity +40%|
|Psychically Dull||NAME's mind is psychically out of tune with others. HE isn't as affected by psychic phenomena.||Psychic Sensitivity -50%|
|Psychically Deaf||NAME's mind works on a psychic frequency different from everyone else. HE just isn't affected by psychic phenomena.||Psychic sensitivity -100%|
These traits affect a colonist's likelihood to consume drugs.
|Chemical Fascination||NAME has an intense fascination with chemical sources of enjoyment. HE will consume much more of them, and is more likely to go on binges.||Will randomly go on chemical binges|
|Chemical Interest||NAME has an unusual interest in chemical sources of enjoyment. HE will consume more of them, and is more likely to go on binges.||Will randomly go on chemical binges|
|Teetotaler||NAME abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs.||Will not go on binges|
These traits influences a colonist's appearance and how it affects other colonists' opinions of them.
|Beautiful||NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to HIM before HE even opens HIS mouth.||+40 opinion from other colonists|
|Pretty||NAME has a pretty face, which predisposes people to like HIM.||+20 opinion from other colonists|
|Ugly||NAME is somewhat ugly. This subtly repels others during social interactions.||-20 opinion from other colonists|
|Staggeringly Ugly||NAME is staggeringly ugly. 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 HIM while conversing.||-80 opinion from other colonists|