Overall, Bloodlust is a fantastic trait despite the downside and I will usually welcome a colonist with it with open arms as long they're not wrought with numerous other flaws, especially those that negatively affect social interactions. This is a distinct possibility if the colonist with Bloodlust butchers humans regularly among other reasons, but it can also happen if compatibility is poor. Therefore, this is a liability to consider if a colonist with Bloodlust isn't friendly with another colonist. I personally really dislike social fights because the outcome of them can result in a colonist's death or permanent loss of body parts. Because of this, I usually find other mood benefits such as those a Cannibal has access to superior by comparison.įinally, Bloodlust multiplies the chance of a social fight occurring by 4. However, the mood benefits for both cases lasts for a few days and humans are not always readily available to kill without some consequence. These mood bonuses are so great that it should easily result in inspirations or at least provide effective immunity to mental breaks while they are active. Considering how often I've had a raider with useful equipment die instead of going into pain shock, it's nice to have a colonist who can wear the gear without penalty.īloodlust also enables a colonist to gain substantial mood bonuses when killing humans or observing the death of other humans. However, in my opinion they are more suited to wearing tainted clothing with superior stats because they suffer no mood penalty for doing so. Colonists with Bloodlust also have a unique benefit that allows them to observe rotting human corpses with no personal mood penalty, which makes them good candidates for the disposal or burial of rotting human corpses.Ĭolonists with Bloodlust can gain mood bonuses from wearing clothing made out of Human Leather. Benefits are also shared with Psychopaths in that a colonist with either trait largely does not mind tragedies such as the death of allies. It shares benefits with the Cannibal trait in that a colonist with Bloodlust can observe or butcher human corpses with no personal mood penalties. Much like this post says, Bloodlust is an excellent trait that provides a variety of benefits along with a small downside. This means becoming exceptional in a skill with no passion will still be time-consuming and higher skill levels will be laborious to maintain. A Fast Learner with few flames of passion is also not too great because while they may learn all their skills a little faster, gaining experience at 61.25% of the normal rate is still quite slow. This means colonists without Fast Learner, but with some high skill levels, may be more useful overall. However, this trait requires a bit of a time investment to yield great results unlike some others, especially the traits I rated higher than this one. The ultimate result with a bit of time investment is a colonist that is incredibly exceptional at skills they are passionate about and maintaining skill levels against experience decay will be easier because of the higher experience gain rate. Because of this, the Fast Learner trait especially thrives if a colonist has some skills with flames of passion, which will then cause them to excel at a rate even normal colonists with burning passion in the skill cannot match. This bonus is multiplicative, meaning skills with no passion are learned at 61.25% of the normal rate, skills with minor passion are learned at 175% of the normal rate, and skills with a burning passion are learned 262.5% of the normal rate. Traits will be ordered from the highest rated to the lowest.įast Learner is a strong trait that increases experience gain rate by 75%. A higher rating generally indicates that in my opinion, assuming all other factors are equal, a colonist with this trait is more desirable to have in my colony. Having played Rimworld for a fair amount of time and also because I feel like it, in this article I will rate all the traits available in the latest version 1.0 version of unmodded Rimworld while playing one of the preset scenarios with explanations for my ratings. Furthermore, specific situations may determine how useful or harmful the effects are. Traits can provide a wide variety of effects that are beneficial or detrimental, though often they have both. One aspect of the numerous details within the game are the traits that colonists may have up to three of. I especially enjoy the game for the numerous details that encourage strategic thinking, though new players may find themselves overwhelmed even after playing through the tutorial. Rimworld is a game I've been playing on and off for about a year, often bingeing for days at a time before getting bored of the colony I'm managing and moving on.
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