Difference between revisions of "Traits"

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Revision as of 13:50, 7 March 2020

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social

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.

General Traits

Name Description Effect Conflicting Traits
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
+13 mood bonus for killing strangers
No mood penalty for wearing tainted clothes
Four times as likely to start a social fight

-
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
Will not Slight or Insult others

Abrasive

Psychopath

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[1] -
Cannibal NAME was taught that eating human meat is wrong and horrible. But one time, long ago, they tried it... and they 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 +20 mood bonus 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. Has a tendency to slight and insult people

-15% of the market value

-
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 +75%

Mental break threshold +12%

Nerves
Fast Learner NAME has a knack for learning. He picks things up much faster than others. Global learning speed +75% -
Nimble NAME has remarkable kinesthetic intelligence. They seem to dance around danger with preternatural grace. Melee dodge chance +15.0

Trap spring chance x10%

-
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 skill +4


Shooting skill -4
Melee dodge chance +4.0
-20 mood penalty for wielding a ranged weapon

Trigger Happy


Careful Shooter
Wimp

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
+15 mood bonus for being in severe pain
+20 mood bonus for being in shock

-
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
+8 opinion of other colonists for each part installed on them, up to +40

Body purist
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

Transhumanist
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. They 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)

-
Greedy NAME needs a really impressive bedroom. They get 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

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

Greedy

Ascetic NAME prefers to live in asceticism. They will be put in a poor mood if they have a bedroom that's too impressive. They also dislike fancy food and prefer to eat raw - and raw food won't bother them a bit. +5 mood bonus for having an awful bedroom

-5 mood penalty for having a slightly impressive or better bedroom.
Mood not affected by food quality, prefers raw food.

Greedy

Jealous Gourmand

Gay NAME is romantically attracted to people of their own gender. Will only have romantic relationships with people of same gender. -
Misandrist NAME really dislikes and distrusts men. -25 opinion of men. Psychopath
Misogynist NAME really dislikes and distrusts women. -25 opinion of women. Psychopath
Great memory NAME has a fantastic memory for detail. HE will lose unused skills at half the rate of other people. Skill loss rate x50% -
Tough NAME has thick skin, dense flesh, and durable bones. HE takes much less damage than other people from the same blows. HE is extremely hard to kill. Take 50% damage -
Gourmand NAME's life revolves around food. HE gets hungry quickly, and if HE is in a bad mood, HE will often satisfy HEself by eating. +50 % hunger rate
+4 cooking skill
Only possible mental break is food binge; can randomly change to such
Ascetic
Quick sleeper NAME doesn't need as much sleep as the average person. Whether HE's sleeping on a bed or on the ground, HE will be fully rested in about two thirds the usual time. +50 % rest gain rate -
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
Only possible mental break is fire starting spree; can randomly change to such
-20% of the market value

-
Wimp[2] NAME is weak and cowardly. Even a little pain will immobilize HIM. Pain shock threshold to 20%

-15% of the market value

Brawler
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

-
  1. Specific value not listed in flavor text.
  2. Hostiles cannot spawn with the Wimp trait.

Spectrum Traits

All traits in a given spectrum are mutually exclusive

Drug Desire

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.

Name Description Effect
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 hard drug binges, and ignores drug policies.
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 social drug binges, and ignores drug policies.
Teetotaler NAME abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs. Will not go on binges

Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty
-25 opinion of any pawns with chemical interest or fascination

Industriousness

These traits affect the colonist's global work speed.

Name Description Effect
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%

Speed Traits

These traits affect a colonist's walk speed.

Name Description Effect
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

Natural Mood

These traits affect the colonist's base mood.

Name Description Effect
Sanguine NAME is just naturally upbeat about HIS situation, pretty much all the time, no matter what it is. Permanent +12 mood bonus[1]
Optimist NAME is naturally optimistic about life. It's hard to get HIM down. Permanent +6 mood bonus[1]
Pessimist NAME tends to look on the bad side of life. Permanent -6 mood penalty[1]
Depressive NAME is perennially unhappy. HE has trouble sustaining a good mood even when everything is fine. Permanent -12 mood penalty[1]
  1. 1.0 1.1 1.2 1.3 Specific value not listed in flavor text.

Nerves

These traits affect the colonist's mental break threshold.

Name Description Effect
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

These traits affect the colonist's mental break threshold and their global work speed.

Name Description Effect
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%


Shooting Accuracy

These traits affect the colonist's accuracy in ranged combat, as well as aiming time. Mutually exclusive with brawler.

Name Description Effect
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%

Beauty

These traits influences a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.

Name Description Effect
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

+40% of the market value

Pretty NAME has a pretty face, which predisposes people to like HIM. +20 opinion from other colonists

+20% of the market value

Ugly NAME is somewhat ugly. This subtly repels others during social interactions. -20 opinion from other colonists

-20% of the market value

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. -40 opinion from other colonists

-40% of the market value


Psychic Sensitivity

These traits influence how much a colonist is affected by psychic phenomena.

Name Description Effect
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%

Immunity

These traits influence how often colonists are infected by a disease.

Name Description Effect
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

Obsolete Traits

Name Description Effect Conflicting Traits Fate
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