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RimWorld: All Traits

RimWorld Ideology Traits

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RimWorld has a lot of moving cogs, and traits are some of the most impactful little cogs of the system. There are many things that can influence your RimWorld playthrough, and traits can make you pull your hair out or cry of happiness. Here are all the traits in RimWorld, along with all their descriptions and effects, to consider if they are good for you or not.

All Traits in RimWorld

There are two types of traits in RimWorld that you can get for your pawns: General and Special Traits.

General RimWorld traits

Lifestyle

NameDescriptionEffectConflicting Traits
Night owlNAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn’t get a mood penalty for being in the dark.→ -10 mood penalty if awake during day (11:00 – 18:00)
→ +16 mood bonus if awake during night (23:00 – 06:00)
→ No mood penalty from being in the dark
UndergrounderNAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.→ Mood not affected by Darkness.
→ No Outdoors or Space need.
→ Added Indoors need.
→ +3 mood when indoors, +4 when underground;
→ -3 mood when outdoors
→ Gains the Morbid meditation focus type.
NudistNAME 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 apparel, except headgear and utility items.
MasochistFor NAME, there’s something exciting about getting hurt. S/He doesn’t know why, S/He’s 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
→ Gains the Morbid meditation focus type.
Body modderNAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.→ 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 puristNAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting..→ 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
→ Body modder
GourmandNAME’s life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.→ +50 % hunger rate
→ +4 Cooking skill
→ Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such
→ Ascetic

Living space

NameDescriptionEffectConflicting Traits
AsceticNAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that’s too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He 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.
→ Mood not affected by food quality, prefers raw food.
→ Pawn beauty of others does not change pawn’s social opinion on that pawn
→ Gains the Minimal meditation focus type.
→ Loses the Artistic meditation focus type, if they had it.
→ Global Certainty Loss Factor ×50%
→ Greedy
→ Gourmand
→ Jealous
GreedyNAME needs a really impressive bedroom. S/He gets a mood loss if they don’t get what they want.→ -8/-8/-8/-6/-4 mood penalty for not having a bedroom of Slightly Impressive or better.→ Ascetic
→ Jealous
JealousFor 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.
→ Gains the Morbid meditation focus type.
→ Ascetic
→ Greedy
PyromaniacNAME 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 extreme mental break is fire starting spree
→ Will randomly have fire starting sprees with a MTB of 50 days, regardless of mood
-20% reduction in market value
→ Gains the Flame meditation focus type.

Social views

NameDescriptionEffectConflicting Traits
BloodlustNAME 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 or organ harvesting
→ Four times as likely to start a social fight
→ Gains the Morbid meditation focus type.
CannibalNAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it… and S/He 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
→ Gains the Morbid meditation focus type.
PsychopathNAME 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 (Rotting corpses will still cause a mood debuff.)
→ Gains the Morbid meditation focus type.
→ Global Certainty Loss Factor x50%

Combat

NameDescriptionEffectConflicting Traits
NimbleNAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.→ Melee Dodge Chance +15.0
→ Trap Spring Chance x10%
BrawlerNAME likes to fight up close and personal. S/He’s accuracy is greatly increased in melee combat, but s/he’ll be very unhappy if asked to carry a ranged weapon.→ Melee skill +4
→ Shooting skill -4
→ Melee Hit Chance +4.0
→ -20 mood penalty for wielding a ranged weapon
→ Disallows Shooting Passions
→ Disallows Shoot Frenzy Inspiration
→ Trigger-happy
→ Careful Shooter
→ Wimp
ToughNAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.→ Take 50% damage
WimpNAME is weak and cowardly. Even a little pain will immobilize her/him.→ Pain Shock Threshold -60%, to 20% base.
→ -15% of the market value
→ Global Certainty Loss Factor x200%
→ Brawler

Skills

NameDescriptionEffectConflicting Traits
Too smartNAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.→ Global Learning Factor +75%
→ Mental Break Threshold +12%
→ Global Certainty Loss Factor x50%
→ Nerves spectrum traits
Fast learnerNAME has a knack for learning. S/He picks things up much faster than others.→ Global Learning Factor +75%→ Slow Learner
Slow learnerNAME is slow on the uptake. S/He picks things up much slower than others.→ Global Learning Factor -75%
→ Global Certainty Loss Factor x50%
→ Fast Learner
Quick sleeperNAME doesn’t need as much sleep as the average person. Whether s/he’s sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.→ +50% Rest Rate Multiplier
Great memoryNAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.→ Skill loss rate x50%
Tortured artistNAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.→ Permanent -8 mood
50% chance of receiving the mental inspiration “Inspired Creativity” after a mental break ends.
→ Gains the Morbid meditation focus type.

Relationships

NameDescriptionEffectConflicting Traits
KindNAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.→ 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
→ Opinion of other pawns not changed by beauty or on disfigured pawn
→ Global Certainty Loss Factor x200%
→ Abrasive
→ Psychopath
AbrasiveNAME always says exactly what’s on their mind, especially if it’s bugging HIM/HER. That tends to rub people the wrong way.→ Has a tendency to slight and insult people-15% of the market value
→ Global Certainty Loss Factor x50%
Annoying voiceNAME’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 breathingNAME breathes heavily all the time, and sweats constantly. People find it creepy.→ -25 opinion from other colonists-10% of the market value
MisandristNAME really dislikes and distrusts men.→ -25 opinion of men.→ Psychopath
MisogynistNAME really dislikes and distrusts women.→ -25 opinion of women.→ Psychopath
AsexualNAME has no sexual attraction to anyone at all.→ May not have romantic relationships with people.→ Gay
→ Bisexual
GayNAME is romantically attracted to people of their own gender.→ Will only have romantic relationships with people of the same gender.→ Asexual
→ Bisexual
BisexualNAME is romantically attracted to both men and women.→ Will have romantic relationships with people from either gender.→ Asexual
→ Gay

Special RimWorld traits

Drug Desire

NameDescriptionEffect
Chemical fascinationNAME 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. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.→ Has Chemical need, mood buff (up to +6) when satisfied and mood debuff (up to -12) when notWill ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need.
Chemical interestNAME 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. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.→ Has Chemical need, mood buff (up to +3) when satisfied and mood debuff (up to -6) when notWill ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need.
TeetotalerNAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.→ Will not go on bingesCannot 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

NameDescriptionEffect
IndustriousNAME has an easy time staying on-task and focused, and gets things done much faster than the average person.→ Global Work Speed +35%
→ -5 opinion of all colonists without the same trait
Hard workerNAME is a natural hard worker and will finish tasks faster than most.→ Global Work Speed +20%
→ -5 opinion of all colonists without the same or industrious trait
LazyNAME is a little bit lazy.→ Global Work Speed -20%
SlothfulNAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.→ Global Work Speed -35%

Speed Traits

NameDescriptionEffect
JoggerNAME always moves with a sense of urgency – so much so that others often fail to keep up.→ Move speed +0.4 c/s
Fast walkerNAME likes to be where s/he’s going. S/He walks quicker than most people.→ Move speed +0.2 c/s
SlowpokeNAME is always falling behind the group whenever s/he goes anywhere.→ Move speed -0.2 c/s
→ Disallows Go Frenzy inspiration.

Base Mood

NameDescriptionEffect
SanguineNAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.→ Permanent +12 mood bonus
OptimistNAME is naturally optimistic about life. It’s hard to get HER/HIM down.→ Permanent +6 mood bonus
PessimistNAME tends to look on the bad side of life.→ Permanent -6 mood penalty
DepressiveNAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.→ Permanent -12 mood penalty

Nerves

NameDescriptionEffect
Iron-willedNAME’s will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.→ Mental Break Threshold -18%
→ Global Certainty Loss Factor x25%
SteadfastNAME is mentally tough and won’t break down under stresses that would crack most people.→ Mental Break Threshold -9%
→ Global Certainty Loss Factor x50%
NervousNAME tends to crack under pressure.→ Mental Break Threshold +8%
→ Global Certainty Loss Factor x200%
VolatileNAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.→ Mental Break Threshold +15%
→ Global Certainty Loss Factor x300%

Neurotic

NameDescriptionEffect
NeuroticNAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.→ Global Work Speed +20%
→ Mental Break Threshold +8%
Very neuroticNAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.→ Global Work Speed +40%
→ Mental Break Threshold +14%

Shooting Accuracy

NameDescriptionEffect
Careful shooterNAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.→ Aiming Time +25%
→ Shooting Accuracy +5
Trigger-happyPew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.→ Aiming Time -50%
→ Shooting Accuracy -5

Beauty

Each point of beauty corresponds to +20 opinion from other colonists (A colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20).

NameDescriptionEffect
BeautifulNAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.+2 beauty
PrettyNAME has a pretty face, which predisposes people to like HER/HIM.+1 beauty
UglyNAME is somewhat ugly. This subtly repels others during social interactions.-1 beauty
Staggeringly uglyNAME is staggeringly ugly. HER/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 beauty

Psychic Sensitivity

NameDescriptionEffect
Psychically hypersensitiveNAME’s mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.→ Psychic Sensitivity +80%
Psychically sensitiveNAME’s mind is unusually sensitive to psychic phenomena.→ Psychic Sensitivity +40%
Psychically dullNAME’s mind is psychically out of tune with others. S/He isn’t as affected by psychic phenomena.→ Psychic Sensitivity -50%
Psychically deafNAME’s mind works on a psychic frequency different from everyone else. S/He just isn’t affected by psychic phenomena.→ Psychic Sensitivity -100%

Immunity

NameDescriptionEffect
Super-immuneNAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.→ Immunity Gain Speed +30%
SicklyNAME has an awful immune system. S/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

And that is all you need to know about all the traits in RimWorld. Check out other interesting RimWorld guides, news, and articles:

RimWorld: How to Get Cloth | RimWorld: How to Get More Components | RimWorld: How to Feed Animals


Adrian Oprea

Founder & Lead Writer

5+ years of professional gaming journalism | 1000+ guides published since 2021

Adrian Oprea is the Founder and Head Writer of Raider King, specializing in complex RPGs and grand strategy games since 2021. With over 1000 published guides, Adrian provides in-depth walkthroughs for titles like Baldur's Gate 3, Warhammer 40K, Pathfinder series, and Paradox grand strategy games. His hands-on approach involves hundreds of hours testing different builds and strategies to deliver experience-based recommendations. Based in Bucharest, Romania, Adrian founded Raider King in 2022 to bring honest, detailed gaming content to players worldwide.

Credentials: Founder of Raider King (2022-Present) | Expert in CRPGs & Grand Strategy Games | 1000+ Published Guides | Specialist in Baldur's Gate 3, Pathfinder (Kingmaker & WOTR), Warhammer 40K: Rogue Trader, Crusader Kings 2/3, Europa Universalis 4/5, Hearts of Iron 4
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