Difference between revisions of "Impids"

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{{Xenotype Faction Table|impid}}
 
{{Xenotype Faction Table|impid}}
  
As raiders, impids have a x1.2 [[raid points|combat power]] multiplier, meaning they count as 1.2 of a raider.{{Check Tag|Verify|From XMLs. Needs verification in-game}} A raid consisting of all impids would be {{%|1/1.2 round 2}} as large as the same raid with [[baseliner]]s.
+
As raiders, impids have a x1.2 [[raid points|combat power]] multiplier, meaning they count as 1.2 of a raider. A raid consisting of all impids would be at most {{%|1/1.2 round 2}} as large as the same raid with [[baseliner]]s. An Impid raid will likely be even smaller than {{%|1/1.2 round 2}} because many enemies have special Impid versions that cost more than their standard tribal counterparts.
  
 
== Summary ==
 
== Summary ==
Impids generally live in the desert and their genes reflect this.
+
Impids generally live in the desert and their genes reflect this. They have a mixed bag of physical abilities, but their fire spew ability is their main talent.  
  
 
=== Visuals ===
 
=== Visuals ===
 
Impids differ from regular baselines in two major ways: their skin color (which can vary from orange all the way to red) and the mini-horns which protrude from their head. These both offer no advantage in combat and are purely cosmetic. They also have blond hair and no beards.
 
Impids differ from regular baselines in two major ways: their skin color (which can vary from orange all the way to red) and the mini-horns which protrude from their head. These both offer no advantage in combat and are purely cosmetic. They also have blond hair and no beards.
 +
[[File:Impid.png.jpg|thumb|A male impid with orange skin]]
  
 
=== Genes ===
 
=== Genes ===
Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]].
+
Impids have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]].
  
<div><li style="display: inline-table;">
+
All impids have these [[germline gene]]s:
{| {{STDT| c_01 }}
 
!This table has been collapsed due to length. <span style="color:#0645ad;" class="mw-collapsible mw-customtoggle-Gene" id="mw-customcollapsible-Gene">Click to expand {{Cross}}</span><span style="color:#0645ad;" class="mw-collapsible mw-collapsed mw-customtoggle-Gene" id="mw-customcollapsible-Gene">Click to collapse {{Check}}</span>
 
|-
 
|}
 
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Gene">
 
{| {{STDT| sortable c_17 }}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! Exclude
 
 
 
|- id="Fire spew"
 
! Fire spew<br>[[File:Gene_Firespew.png|64px]]
 
| ''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
 
:''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 }}
 
:* Target: Pawn or Location
 
:* 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"
+
'''Assorted:'''
! Poor Plants<br>[[File:Gene_PoorPlants.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.''
+
|- align="center"
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Firespew.png|64|Fire spew|Genes#Fire spew}}
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WeakImmunity.png|64|Weak immunity|Genes#Weak immunity}}
| {{+|1}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WoundHealingRateSlow.png|64|Slow wound healing|Genes#Slow wound healing}}
|{{Bad|1}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene VeryQuickMovespeed.png|64|Very fast runner|Genes#Very fast runner}}
| -
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Pessimist.png|64|Unhappy|Genes#Unhappy}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene MinTemperatureSmallIncrease.png|64|Cold weakness|Genes#Cold weakness}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene MaxTemperatureLargeIncrease.png|64|Heat super-tolerant|Genes#Heat super-tolerant}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene FireResistant.png|64|Fire resistant|Genes#Fire resistant}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WeakMeleeDamage.png|64|Weak melee damage|Genes#Weak melee damage}}
 +
|-  
 +
| <small>[[Genes#Fire spew|Fire spew]]</small>
 +
| <small>[[Genes#Weak immunity|Weak immunity]]</small>
 +
| <small>[[Genes#Slow wound healing|Slow wound healing]]</small>
 +
| <small>[[Genes#Very fast runner|Very fast runner]]</small>
 +
| <small>[[Genes#Unhappy|Unhappy]]</small>
 +
| <small>[[Genes#Cold weakness|Cold weakness]]</small>
 +
| <small>[[Genes#Heat super-tolerant|Heat super-tolerant]]</small>
 +
| <small>[[Genes#Fire resistant|Fire resistant]]</small>
 +
| <small>[[Genes#Weak melee damage|Weak melee damage]]</small>
 +
|} 
  
|- id="Poor animals"
+
'''Cosmetic:'''
! Poor Animals<br>[[File:Gene_PoorAnimals.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.''
+
|- align="center"  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BeardStyleNone.png|64|Beardless|Genes#Beardless}}
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HeadboneMinihorns.png|64|Mini-horns|Genes#Mini-horns}}
| {{+|1}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair SandyBlonde.png|64|Sandy-blonde hair|Genes#Sandy-blonde hair}}
| {{Bad|1}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair Orange.png|64|Orange hair|Genes#Orange hair}}
| -
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Yellow Pale.png|64|Pale yellow skin|Genes#Pale yellow skin}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Orange.png|64|Orange skin|Genes#Orange skin}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Red Deep.png|64|Deep red skin|Genes#Deep red skin}}
 +
|-  
 +
| <small>[[Genes#Beardless|Beardless]]</small>
 +
| <small>[[Genes#Mini-horns|Mini-horns]]</small>
 +
| <small>[[Genes#Sandy-blonde hair|Sandy-blonde hair]]</small>
 +
| <small>[[Genes#Orange hair|Orange hair]]</small>
 +
| <small>[[Genes#Pale yellow skin|Pale yellow skin]]</small>
 +
| <small>[[Genes#Orange skin|Orange skin]]</small>
 +
| <small>[[Genes#Deep red skin|Deep red skin]]</small>
 +
|} 
  
 +
'''Skills:'''
 +
{| class="wikitable" style="text-align: center;"
 +
|- align="center"
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorPlants.png|64|Poor plants|Genes#Poor plants}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorAnimals.png|64|Poor animals|Genes#Poor animals}}
 +
|-
 +
| <small>[[Genes#Poor plants|Poor plants]]</small>
 +
| <small>[[Genes#Poor animals|Poor animals]]</small>
 
|}
 
|}
</div>
 
</div>
 
</li></div>
 
Impid genetic complexity is 11. With a [[metabolic efficiency]] of '''0''', they have a normal hunger rate.
 
  
 
== Acquisition ==
 
== 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 [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. they will also appear in transport pod crashes, as is the same for almost every xenotype.
+
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 [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. They will also appear in transport pod crashes, as is the same for almost every xenotype.
  
 
== Analysis ==
 
== Analysis ==
Line 191: Line 86:
 
As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though [[parka]]s and/or [[heater]]s should keep impids warm even in the coldest of [[biome]]s. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.
 
As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though [[parka]]s and/or [[heater]]s should keep impids warm even in the coldest of [[biome]]s. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.
  
 +
It is not recommended to use impids as slaves. The depressive gene leads to frequent nervous breakdowns, and during uprisings, impids can set fire to valuable or explosive objects. On the other hand, weak close combat allows two impids to stun rebellious colonists without harm to health.
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Xenotypes]]
 
[[Category:Xenotypes]]
 
{{#set:Image = [[File:Impid.png]]}}
 
{{#set:Image = [[File:Impid.png]]}}

Revision as of 14:56, 6 March 2024

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

Occurrence

The table below describes the chance for a given pawn from each faction being a impid. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 0%
FierceTribe.png Fierce tribe 0%
SavageTribe.png Savage tribe 0%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 0%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 0%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 100%
Civil outlander.png Civil outlander union 0%
Rough outlander.png Rough outlander union 0%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 2.5%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 2.5%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%

As raiders, impids have a x1.2 combat power multiplier, meaning they count as 1.2 of a raider. A raid consisting of all impids would be at most 83% as large as the same raid with baseliners. An Impid raid will likely be even smaller than 83% because many enemies have special Impid versions that cost more than their standard tribal counterparts.

Summary

Impids generally live in the desert and their genes reflect this. They have a mixed bag of physical abilities, but their fire spew ability is their main talent.

Visuals

Impids differ from regular baselines in two major ways: their skin color (which can vary from orange all the way to red) and the mini-horns which protrude from their head. These both offer no advantage in combat and are purely cosmetic. They also have blond hair and no beards.

A male impid with orange skin

Genes

Impids have a gene complexity of 11Complexity complexity. With a 0Metabolic efficiency metabolic efficiency, they have a hunger rate of ×100%. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like hussars.

All impids have these germline genes:

Assorted:

Fire spew
Fire spew
Weak immunity
Weak immunity
Slow wound healing
Slow wound healing
Very fast runner
Very fast runner
Unhappy
Unhappy
Cold weakness
Cold weakness
Heat super-tolerant
Heat super-tolerant
Fire resistant
Fire resistant
Weak melee damage
Weak melee damage
Fire spew Weak immunity Slow wound healing Very fast runner Unhappy Cold weakness Heat super-tolerant Fire resistant Weak melee damage

Cosmetic:

Beardless
Beardless
Mini-horns
Mini-horns
Sandy-blonde hair
Sandy-blonde hair
Orange hair
Orange hair
Pale yellow skin
Pale yellow skin
Orange skin
Orange skin
Deep red skin
Deep red skin
Beardless Mini-horns Sandy-blonde hair Orange hair Pale yellow skin Orange skin Deep red skin

Skills:

Poor plants
Poor plants
Poor animals
Poor animals
Poor plants Poor animals

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. They will also appear in transport pod crashes, as is the same for almost every xenotype.

Analysis

Impids are threatening enemies due to the combination of Very Fast Runner and Fire Spew. Impids are hard to kite, due to their speed. Their fire can cause pawns to run around wildly, removing them from cover. Care should be taken in indoor areas as the fire can quickly spread. Mechanoids are a decent counter against their fire-breathing; mechs are immune to fire, but enemies will waste their fire spew regardless. Weak melee damage encourages melee tactics.

As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though parkas and/or heaters should keep impids warm even in the coldest of biomes. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.

It is not recommended to use impids as slaves. The depressive gene leads to frequent nervous breakdowns, and during uprisings, impids can set fire to valuable or explosive objects. On the other hand, weak close combat allows two impids to stun rebellious colonists without harm to health.