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 bonus when naked
-3 mood penalty for wearing any clothing (except headgear and belts)
|Bloodlust||NAME gets a rush from hurting people, and never minds the sight of blood or death.||+3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+8 mood bonus for witnessing a stranger's death
|Kind||NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.||Sometimes tells others Kind Words
+5 mood bonus 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, organ harvesting, butchering of humans or friendly chats
Note: Rotting corpses will still cause a mood debuff.
|Cannibal||NAME was taught that eating human meat is wrong and horrible. But one time, long ago, PRONOUN tried it... and PRONOUN liked it.||+3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+15 mood bonus after eating meal made with human flesh
|Abrasive||NAME always says exactly what's on their mind, especially if it's bugging PRONOUN. That tends to rub people the wrong way.||Has a tendency to slight and insult people
-15% of the market value
|Too Smart||NAME is too smart for PRONOUN own good. PRONOUN learns everything much faster than everyone, but can be quite eccentric.||Global learning speed +75%
Mental break threshold +12%
|Nerves spectrum traits||1|
|Brawler||NAME likes to fight up close and personal. PRONOUN's accuracy is greatly increased in melee combat, but PRONOUN'll be very unhappy if asked to carry a ranged weapon.||
Melee skill +4
|Nimble||NAME has remarkable kinesthetic intelligence. PRONOUN seem to dance around danger with preternatural grace.||Melee dodge chance +15.0
Trap spring chance x10%
|Fast Learner||NAME has a knack for learning. PRONOUN picks things up much faster than others.||Global learning speed +75%||Slow Learner||1|
|Slow Learner||NAME is slow on the uptake. PRONOUN picks things up much faster than others.||Global learning speed -75%||Fast Learner||1|
|Masochist||For NAME, there's something exciting about getting hurt. PRONOUN doesn't know why, PRONOUN's just wired differently.||+5 mood bonus for being in a little pain
+10 mood bonus for being in medium pain
|Transhumanist||NAME feels limited in their feeble human body. NAME often dreams of going bionic.||Mood bonus for having artificial body parts, from +4 up to +13
-4 mood penalty for not having an artificial body part
|Body purist||NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.||Heavy mood penalty for having artificial body parts, starting at -10, going down to -35
-8 opinion of other colonists for each part installed on them, down to -40
|Night Owl||NAME likes to work at night. PRONOUN gets a mood bonus if awake at night and mood loss if awake during the day. PRONOUN doesn't get a mood penalty for being in the dark.||-10 mood penalty during day (11:00 - 18:00)
+16 mood bonus during night (23:00 - 06:00) No mood penalty from being in the dark
|Greedy||NAME needs a really impressive bedroom. PRONOUN gets a mood loss if they don't get what they want.||-8/-8/-8/-6/-4 mood penalty 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 penalty for not having the best bedroom.||Ascetic
|Ascetic||NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. NAME will become unhappy if if [sic] NAME has a bedroom that's too impressive. PRONOUN also dislikes fancy food and prefers to eat raw. NAME never judges others by their appearance.||+5 mood bonus for having an awful bedroom
-5 mood penalty for having a slightly impressive or better bedroom.
|Gay||NAME is romantically attracted to people of their own gender.||Will only have romantic relationships with people of the same gender.||Bisexual||0.3|
|Bisexual||NAME is romantically attracted to both men and women.||Will have romantic relationships with people from either gender.||Gay||0.2|
|Misandrist||NAME really dislikes and distrusts men.||-25 opinion of men.||Psychopath||0.3 for men
1.7 for women
|Misogynist||NAME really dislikes and distrusts women.||-25 opinion of women.||Psychopath||1.7 for men
0.3 for women
|Great memory||NAME has a fantastic memory for detail. PRONOUN will lose unused skills at half the rate of other people.||Skill loss rate x50%||-||1.1|
|Tough||NAME has thick skin, dense flesh, and durable bones. PRONOUN takes much less damage than other people from the same blows. PRONOUN is extremely hard to kill.||Take 50% damage||-||1.1|
|Gourmand||NAME's life revolves around food. PRONOUN gets hungry quickly, and if PRONOUN is in a bad mood, PRONOUN will often satisfy PRONOUN-self by eating.||+50 % hunger rate
+4 cooking skill
Only possible mental break is food binge; can randomly change to such
|Quick sleeper||NAME doesn't need as much sleep as the average person. Whether PRONOUN's sleeping on a bed or on the ground, PRONOUN will be fully rested in about two thirds the usual time.||+50% rest gain rate||-||1.1|
|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
-20% of the market value
|Creepy Breathing||NAME breathes heavily all the time, and sweats constantly. People find it creepy.||-25 opinion from other colonists
-10% of the market value
|Pyromaniac||NAME loves fire. They will occasionally start fires and will never extinguish them.||+5 mood bonus for having an incendiary weapon equipped
Incapable of firefighting
|Wimp||NAME is weak and cowardly. Even a little pain will immobilize PRONOUN.||Pain shock threshold to 20%
-15% of the market value
|Undergrounder||NAME has no need to experience the outdoors or light. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays inside, and is not bothered by darkness.||Mood not affected by Darkness
No Outdoors or Space need +3 mood when indoors, +4 when underground -3 mood when outdoors
|Tortured Artist||NAME feels alienated and misunderstood by other human beings. PRONOUN will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.||Permanent -8 mood
50% of receiving the mental inspiration Inspired Creativity after a mental break ends
- Hostiles cannot spawn with the Wimp trait.
All traits in a given spectrum are mutually exclusive
These traits affect a colonist's likelihood to consume drugs.
Note that they can only go on a drug binge when drugs are present in the map.
|Chemical Fascination||NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. PRONOUN will ignore directives to not use recreational drugs, and will consume more than a normal person.||Ignores drug policies
Has Chemical need, mood buff when satisfied and mood debuff when not
|Chemical Interest||NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. PRONOUN will ignore directives to not use recreational drugs, and will consume more than a normal person.||Ignores drug policies
Has Chemical need, mood buff when satisfied and mood debuff when not
|Teetotaler||NAME abhors the idea of gaining pleasure from chemicals. PRONOUN strictly avoids alcohol and recreational drugs.||Will not go on binges
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty
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%
-5 opinion of all colonists without the same trait
|Hard Worker||NAME is a natural hard worker and will finish tasks faster than most.||Work speed +20%
-5 opinion of all colonists without the same or industrious trait
|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 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 bonus|
|Optimist||NAME is naturally optimistic about life. It's hard to get HIM down.||Permanent +6 mood bonus|
|Pessimist||NAME tends to look on the bad side of life.||Permanent -6 mood penalty|
|Depressive||NAME is perennially unhappy. HE has trouble sustaining a good mood even when everything is fine.||Permanent -12 mood penalty|
- 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%
|Careful Shooter||NAME takes more time to aim when shooting. HE shoots less often than others, but with more accuracy.||Aiming time +25%
Shooting accuracy +25%
|Trigger-Happy||Pew! Pew! Pew! NAME just likes pulling the trigger. HE shoots faster than others, but less accurately.||Aiming time -50%
Shooting accuracy -25%
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.
|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.||+2 pawn beauty|
|Pretty||NAME has a pretty face, which predisposes people to like HIM.||+1 pawn beauty|
|Ugly||NAME is somewhat ugly. This subtly repels others during social interactions.||-1 pawn beauty|
|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.||-2 pawn beauty|
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 influence how often colonists are infected by a disease.
|Super-immune||NAME has a naturally powerful immune system. HE will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.||Immunity gain speed +30%|
|Sickly||NAME has an awful immune system. HE gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.||Medicine skill +4|
Randomly catch diseases independently from rest of the colony, on average once every 30 days
|Prosthophile||NAME feels limited in their feeble human body. NAME often dreams of going bionic.||+14 mood bouns for having a bionic body part
-4 mood penalty for not having a bionic body part
|Body purist||Replaced by Transhumanist|
|Prosthophobe||NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.||-10 mood penalty for having a bionic body part||Transhumanist||Replaced by Body purist|
|Green Thumb||NAME has a passion for gardening. They get a mood bonus for every plant they sow.||+1 mood bonus from sowing a plant. Stackable up to 20 times.||-||Removed in Beta 19|
|Tunneler||NAME has no need for space. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays indoors.||No Outdoors need||-||Replaced by Undergrounder|