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"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."

Base Stats

Market Value
1750 Silver.png
70 kg

Pawn Stats

Move Speed
Health Scale
Body Size
Carrying Capacity
Filth Rate
Hunger Rate
Life Expectancy
Manhunter Chance
Manhunter Chance (Taming)
Maturity Age
18 years
Comfortable Temp Range
16°C - 26°C


Meat Yield
90 human meat
Leather Yield
50 human leather
Gestation Period
45 days
Offspring Per Birth

Melee Combat

Attack 1
left hand
8.2 dmg (blunt)
12% AP
120 ticks (2 secs)
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
right hand
8.2 dmg (blunt)
12% AP
120 ticks (2 secs)
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
8.2 dmg (bite)
12% AP
120 ticks (2 secs)
Attack 4
5 dmg (blunt)
12% AP
120 ticks (2 secs) on first strike
Average DPS

Humans are the standard Colonist race, enemies (raiders) can be both the same species or artificial.


Humans are omnivores. Food supply can be gathered by foraging wild berries, hunting animals for their meat, growing plantations and lastly through cannibalism which causes negative thoughts incurring mood penalties to most but some who favor it.


Humans can fight with their own fists or equip one type of weapon at a time, either melee or ranged.

Body Parts

Anatomy of the pawn.png


  • Health: 30
  • Lethal if destroyed/removed.

While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the assault rifle can hit the brain and not kill the colonist. However, brain tissue always scars, and sufficient damage may render a colonist unconscious forever.


  • Health: 30
  • Lethal if shattered.

Container of the brain. Lethal if destroyed, since it holds the brain (again, you need the brain to live, not technically the skull).

  • Health: 10
  • Lethal if destroyed/removed.

The most important organ of a colonist. It's required for consciousness, sight processing, hearing processing, moving, and working.

  • Health: 10

Includes :

  • Right Eye
  • Left Eye

Eyes are required for seeing. Lost or damaged eyes will result a -15 "disfigured" opinion relations penalty with other colonists. Eye can be surgically replaced with bionic or archotech eye, though they are rather expensive.

  • Health: 10

Includes :

  • Right Ear
  • Left Ear

Ears are required for hearing things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a cochlear implant. Some ear function is required for trading and wardening. However, colonists who cannot hear can still interact socially with other colonists.

Currently, loud noises like gunshots do not inflict pain or damage on the ears.

  • Health: 10

Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose will result in the -15 "disfigured" thought relations penalty with other colonists.

  • Health: 20

Functions for eating and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a denture.


  • Health: 40
  • Core Part
  • Lethal if destroyed

The torso is the core part of a colonist. It is a container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.


  • Health: 30
  • Lethal if destroyed/removed.

Technically part of the torso, it connects the head to the torso. Neck damage make colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the brain from the core part, the torso.


  • Health: 25

Includes :

  • Right Clavicle
  • Left Clavicle

The clavicles are the bones between the neck and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to work. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.


  • Health: 35

Colonists need their spine for moving and working. Shattering the spine results in complete paralysis, presumably below the neck. Functionality can be restored by installing a bionic spine, which gives 100% effectiveness.


  • Health: 25

The pelvis is critical for moving, and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. There is currently no way to repair or replace a shattered pelvis.


  • Health: 25

Front part of the rib cage.


  • Health: 30

Damage to ribcage is relatively harmless and only causes pain. Loss of ribcage pending tests


  • Health: 20

Includes :

  • Right Lung
  • Left Lung
  • Lethal if both lungs lost.

Colonists have two lungs, a right lung and left lung. Currently, colonists can breathe and survive fine with just one lung, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.


  • Health: 25

The stomach is a digestive organ and metabolism source. Hard metabolism and eating penalties upon loss.


  • Health: 20

The heart is needed for blood pumping in colonists. Complete destruction of the heart results in instant death.

Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.


  • Health: 20

Includes :

  • Right Kidney
  • Left Kidney
  • Lethal if both lost

Kidneys are required for blood filtration. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in drastically reduced disease resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.


  • Health: 30

Includes :

  • Right Arm
  • Left Arm

Arms are required for working, and are containers for the hands and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple prosthetic arm or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 40% more efficient than a natural limb.


  • Health: 25

Includes :

  • Right Humerus
  • Left Humerus

Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do work. Definitely not funny.


  • Health: 20

Includes :

  • Right Radius
  • Left Radius

Forearm bones, similar to humerus in terms of injury and shattering, with a loss of working ability for the affected arm if shattered.


  • Health: 20

Includes :

  • Right Hand
  • Left Hand

Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw or a field hand bought from traders or crafted after researching Specialized limbs. Both provide 100% bodypart efficency but 8% movement penalty. Field hand increases Plant work speed by 160% and power claw is a lethal melee weapon. Alternatively, the arm can be replaced with a prosthetic or bionic replacement. It is still possible to strip without hands.

  • Health: 7

Includes :

  • Right Thumb
  • Right Index Finger
  • Right Middle Finger
  • Right Ring Finger
  • Right Pinky
  • Left Thumb
  • Left Index Finger
  • Left Middle Finger
  • Left Ring Finger
  • Left Pinky

Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to manipulation.


  • Health: 30

Includes :

  • Right Leg
  • Left Leg

Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to walk at all. A lost or damaged leg can be replaced either with a peg leg. simple prosthetic leg or a more expensive bionic leg. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% more efficient than a natural limb.


  • Health: 25

Includes :

  • Right Tibia
  • Left Tibia

Lower leg bone, required for walking. When shattered, results in a complete loss of function of the leg containing the bone.


  • Health: 25

Includes :

  • Right Femur
  • Left Femur

Upper leg bone, the same in terms of injury as the tibia, with a loss of walking ability on being shattered.


  • Health: 20

Includes :

  • Right Foot
  • Left Foot

Humans have two feet, needed for walking. There are also the container for the toes.

  • Health: 7

Includes :

  • Right Little Toe
  • Right Fourth Toe
  • Right Middle Toe
  • Right Second Toe
  • Right Big Toe
  • Left Little Toe
  • Left Fourth Toe
  • Left Middle Toe
  • Left Second Toe
  • Left Big Toe

Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' walking by a small amount.

Body Part Groups

Each body part is part of a body part group. Armor and Clothing can go over one or more of these body part groups, but they can't go over individual body parts.

Body Part Group Name Contents
Torso clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck
UpperHead head, skull, brain, ears
FullHead head, skull, brain, eyes, ears, nose, jaw
Shoulders shoulders
Arms arms, hands, humeri, radii
Hands hands, fingers.
LeftHand left hand, left hand fingers
RightHand right hand, right hand fingers
Legs legs, feet, femurs, tibiae
Feet feet, toes

Body Parts (Summary)

Being biological creatures, humans have a lot of body parts that work together to make them tick.

Special Notes:

  • Brain injuries are always permanent and will never heal on their own. Eye injuries have a much greater chance of being permanent than usual.
Body Part Name Health Quantity Value Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed Part Index [2]
Torso 40 1   - Core Part[3] Living in general Death 0
Neck 30 1   7.5% Part of Torso Breathing, eating, talking Death 12
Head 30 1 80% Part of Neck Houses skull, eyes, ears, nose, jaw Death 13
Skull 30 1   12.0% Inside Head Houses brain Death 14
Brain 10 1   80.0% Inside Skull Consciousness, sight, hearing, moving, manipulation Death 15
Eye 10 2   5.0% Part of Head Sight Loss of sight/Blindness, Disfigured social penalty 16, 17
Ear 10 2   5.0% Part of Head Hearing Loss of hearing/Deafness 18, 29
Nose 10 1   8.0% Part of Head   Disfigured social penalty 20
Jaw 20 1   15.0% Part of Head Eating, talking Unable to eat,[4] Unable to talk 21
Waist 100[5] 1   0% Inside Torso None [6] N/A 44
Spine 20 1   2.0% Inside Torso Moving, manipulation Paralysis (Cannot move, cannot work) 4
Rib 15 12   0.1% Inside Torso     1
Sternum 25 1   0.5% Inside Torso     2
Heart 20 1 $500 1.5% Inside Torso Blood pumping Death 6
Lung 20 2 $400 3.0% Inside Torso Breathing Death (if both lost) 7, 8
Stomach 25 1   5.0% Inside Torso Eating   5
Liver 20 1 $500 1.5% Inside Torso Metabolism Death 11
Kidney 20 2 $250 3.0% Inside Torso Blood filtration Death (if both lost) 9, 10
Shoulder 30 2   10.0% Part of Torso Manipulation Loss of manipulation ability/Unable to work (if both lost) 22, 33
Arm 30 2   95.0% Shoulder Manipulation Loss of manipulation ability/Unable to work (if both lost) 24, 35
Clavicle 25 2   0.5% Inside Torso Manipulation Loss of manipulation ability/Unable to work (if both lost) 23, 34
Humerus 25 2   10.0% Inside Arm Manipulation Loss of manipulation ability/Unable to work (if both lost) 25, 36
Radius 20 2   10.0% Inside Arm Manipulation Loss of manipulation ability/Unable to work (if both lost) 26, 37
Hand 20 2   20.0% Arm Manipulation Loss of manipulation ability/Unable to work (if both lost) 27, 38
Fingers 9 10   5.0% Hand Manipulation Loss of manipulation ability (minor) 28 - 32, 39 - 43
Pelvis 25 1   0.5% Inside Torso Moving Incapacitation (Cannot move) 3
Leg 30 2   10.0% Part Torso Moving Loss of moving ability/Unable to move (if both lost) 45, 54
Femur 25 2   10.0% Inside Leg Moving Loss of moving ability/Unable to move (if both lost) 46, 55
Tibia 25 2   10.0% Inside Leg Moving Loss of moving ability/Unable to move (if both lost) 47, 56
Foot 20 2   20.0% Leg Moving Loss of moving ability/Unable to move (if both lost) 48, 57
Toes 9 10   5.0% Foot Moving Loss of moving ability (minor) 59 - 53, 68 - 72
  1. Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.
  2. Part Index is Left, Right. Fingers - Pinky, Ring, Middle, Index, Thumb. Toes - Little, Forth, Middle, Second, Big. Ribs - First, Second, Third, Etc.
  3. This is the part that everything else connects to to be considered 'connected'.
  4. A colonist with a missing jaw can still eat (albeit very slowly). A jaw can be replaced by installing a denture. A denture requires no materials other than medicine.
  5. This part is indestructible.
  6. This part serves no function except as a place to wear belts on.


Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are Cannibal and Bloodlust.


Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.

Version History

  • Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown