![]() ![]() One of the best ways to prevent catastrophic mental breaks among RimWorld Colonists is to have one with the Kind trait. Fast Learner's +75% to Global Learning Factor will help them quickly get up to speed, allowing amateurs to become masters in almost half the time. This not only makes it less likely that they'll suffer a mental break, but also gives them a higher chance of triggering the opposite, a mental inspiration.Īt the start of a new survival game of RimWorld, many of the Colonists will lack the skills required to forge a colony in the wilderness. Similar in effect to the Iron-Willed Trait, Sanguine grants RimWorld Colonists a permanent +12 bonus to their mood. Iron-Willed Colonists get an 18% reduction to their Mental Break Threshold, allowing them to endure more torment, misery, and suffering before being driven mad. Fortunately, a Super-Immune Colonist's 30% Immunity Gain Speed will ensure that they not only recover from these ailments before being incapacitated, they're also less likely to spread them.Īll Colonists in RimWorld have a mental breaking point, a numerical threshold which can trigger a catastrophic breakdown if exceeded. With the limited access to medicine on RimWorld's remote space colonies, infection and disease are often bigger threats than predatory animals and raiders. Quick-Sleepers need significantly fewer hours of sleep to be fully rested, allowing them to waste less time unconscious and spend more time working. Just like Industrious and Jogger, the Quick-Sleeper trait is all about making sure Colonists use their time efficiently. The huge +15 Melee Dodge Chance from Nimble is ideal for any Colonist that is expecting to find themselves in close combat, and will do just as much as Tough in keeping them alive. Moving faster saves time, and the +0.4 Movement Speed bonus from Jogger will ensure Colonists get more work done than their colleagues.įrom RimWorld's wild animals to berserker raiders, there are many enemies in the game that can't wait to get into melee range with a Colonist. With the sole exception of a researcher, almost all Colonist tasks in RimWorld require the Colonists to move from place to place, whether it's to gather materials, harvest crops, or engage enemies. The slight downside of a -5 relations penalty with Colonists who aren't so Industrious is a small price to pay for getting an extra 1/3 work done. Industrious gives a huge 35% bonus to Global Work Speed, allowing a Colonist to churn through multiple tasks in no time at all. Tough's 50% damage reduction means that a Colonist can pull through the most violent situations with only minor injuries. Despite the wide array of biological and mental dangers that RimWorld's colonists will face, the biggest threat to their lives will always be physical damage. ![]()
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