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* AbnormalAmmo: Mortars are the only weapon in the game that let you choose what ammo to fire from them, and as a result there is a staggering variety of shells to pick from. The expected high explosive and incendiary shells are present, but from there it gets stranger: [[SmokeOut smoke]], [[DeadlyGas tox]], {{EMP}}, [[{{Antimatter}} antigrain]], and even firefoam (fight forest fires by shooting them!) shells can also be bought, found, or made. ''Anomaly'' ups the ante with deadlife shells, loaded with nanotechnology that resurrects corpses within the blast zone and causes them to indiscriminately attack everything around them. Yes, you can manufacture small scale weaponized {{Zombie Apocalypse}}s!
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* ZombieApocalypse: ''Anomaly'' introduced shamblers, which are reanimated corpses that feel no pain, making them difficult to neutralize. They drop dead again on their own a few hours or days after their resurrection, but they can rise over and over again as long as the body isn't completely destroyed, and there's a special event that turns every uncovered corpse on the map into a shambler. Suddenly proper corpse disposal became a necessity for survival instead of just a cosmetic matter.
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* NiceGuy: Colonists with the Kind trait will occasionally say nice things to improve the moods of other colonists, will never insult others and don't judge anyone by their appearance.

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* NiceGuy: Colonists with the Kind trait will occasionally say nice things to improve the moods of other colonists, will never insult others and don't judge anyone by their appearance. The downside to their being so nice to everyone is that they lose certainty in their chosen ideologion at a significantly higher rate.
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* ALighterShadeOfBlack: Alone among the monster menagerie of ''Anomaly'', the Harbinger trees - though creepy as hell - are not only harmless but actually beneficial to your colony because they eat corpses, making them a handy way to get rid of all those dead bodies that tend to pile up around a well-defended base.


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* NightOfTheLivingMooks: One of the ''Anomaly''-exclusive horror events is the Deathpall, a cloud of nanites that descends on the map to reanimate any and all dead bodies that aren't under a roof. If this happens right after a major raid, you can quickly have a veritable ZombieApocalypse on your hands.
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* TooProudForLowlyWork: Colonists are frequently incapable of performing certain tasks due to their generated backstories. One of these is incapable of "dumb labor", which is a common trait for colonists with affluent, high-ranking, or noble backstories.
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** ''Anomaly'' is a full-on shift into horror game territory, covering such subgenres as BodyHorror, SurrealHorror and CosmicHorror.

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** ''Anomaly'' is a full-on shift into horror game territory, covering such subgenres as BodyHorror, SurrealHorror SurrealHorror, and CosmicHorror.CosmicHorror and bringing into mind such works as ''VideoGame/DeadSpace'' and ''Website/SCPFoundation''.

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** Although there is headwear, shirts, and pants to keep track of, there are no shoes, glasses, or gloves to worry about to simplify the clothing options. Unfortunately, the lack of any protective foot or hand-wear means that fingers and toes are the most likely body parts to get blown off in a fight.



* TheCavalry: If you raise enough goodwill between your colony and other factions, there's a chance they'll send in reinforcements to help you when a raid descends upon your colony (you can also call in reinforcements manually if you have a comms console, but this costs some goodwill).



** Played straight by characters with the Body Purist trait. They get ever-mounting mood penalties for having any of their body parts replaced with bionic ones, up to -35 at six parts, and have lowered opinions of other colonists with bionics. The Flesh Purity Meme from ''Ideology'' adds this opinion to every colonist who shares an Ideoligion with it.

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** Played straight by characters with the Body Purist trait. They get ever-mounting mood penalties for having any of their body parts replaced with bionic ones, up to -35 at six parts, and have lowered opinions of other colonists with bionics. The Flesh Purity Meme from ''Ideology'' adds this opinion to every colonist who shares an Ideoligion with it. Note that adding artificial body parts does not actually change the personality or traits of a pawn with them installed.



* FossilRevival: One of the animals you can encounter in the wild is the megasloth, which is indeed the prehistoric ''Megatherium'' ground sloth (it was explicitly named so until the Alpha 16 update) that was brought back from extinction by advanced cloning techniques and then subsequently seeded across the cosmos.

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* FossilRevival: FossilRevival:
**
One of the animals you can encounter in the wild is the megasloth, which is indeed the prehistoric ''Megatherium'' ground sloth (it was explicitly named so until the Alpha 16 update) that was brought back from extinction by advanced cloning techniques and then subsequently seeded across the cosmos.cosmos.
** One of the races introduced in the ''Biotech'' DLC are neanderthals. The FlavorText makes it clear these are the genuine article rather than just an imitation, brought back from functional extinction via cloning from "ancient DNA". Who did it and for what reason is left unexplained, but they somehow ended up scattered across the cosmos on various rimworlds.



* IncompatibleOrientation: Gay or bisexual pawns will often attempt to woo heterosexual pawns, due to said traits being so uncommon that getting a colony with even two gay pawns by random chance is extremely rare (and the chances of them actually liking each other enough to initiate romance is even lower). This tends to make "Gay" a mildly negative trait due to them constantly getting mood debuffs from "rebuffed by X".

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* IncompatibleOrientation: Gay or bisexual pawns will often attempt to woo heterosexual pawns, due to said traits being so uncommon that getting a colony with even two gay pawns by random chance chance, never mind more than two, is extremely rare (and the chances of them actually liking each other enough to initiate romance is even lower). This tends to make "Gay" a mildly negative trait due to them constantly getting mood debuffs from "rebuffed by X".



* InformedAttractiveness: Some colonists can have the "Pretty" or "Beautiful" trait, which makes them notably physically attractive. This has absolutely zero effect on their model's appearance, it only affects gameplay (Pretty applies a base +20 opinion from everyone else, Beautiful applies +40).



* ImpossiblyDeliciousFood: The lavish meal. If consumed, it applies a significant +12 mood boost for an entire day, more than twice the mood boost given by a fine meal. The downside is it takes twice as much raw ingredients, 75% more cooking time, and a Cooking skill of 8 to make, so it's rarely sustainable to make in the early game.
-->'''Item Description:''' A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul.



* KickTheDog: Raider parties are technically supposed to be stealing stuff or kidnapping colonists, but more often they'll just wantonly destroy stuff, set fire to things, indiscriminately slaughter people, and kill random pets rather than having any observable end goal for their raids.

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* KickTheDog: Raider parties are technically supposed to be stealing stuff or kidnapping colonists, but more often they'll just wantonly destroy stuff, set fire to things, indiscriminately slaughter people, and kill random pets rather than having any observable end goal for their raids. They'll attack you even if you have absolutely nothing worth taking.
* KillAllHumans: Animals beset with the manhunter status effect are driven to attack and kill any human they can reach. Strangely, they ''only'' want to attack humans; they'll ignore other animals (unless attacked first). While this is justified if they're turned manhunter by a failed taming/hunting attempt, it's a bit more unusual if the condition is caused by "Scaria", an in-game disease.



* LaserGuidedAmnesia: The ''Anomaly'' DLC introduces a "Mind Wipe" mechanic, which makes a pawn forget all of their past allegiances. This makes prisoners much easier to recruit, and is the only way to legitimately recruit prisoners with the "unwaveringly loyal" trait, as they will forget they ever ''were'' loyal''.

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* LaserGuidedAmnesia: The ''Anomaly'' DLC introduces a "Mind Wipe" mechanic, which makes a pawn forget all of their past allegiances. This makes prisoners much easier to recruit, and is the only way to legitimately recruit prisoners with the "unwaveringly loyal" trait, as they will forget they ever ''were'' loyal''.loyal.



* OrangeAndBlueMorality: The archotechs. Their mentalities are so alien and their goals so incomprehensibly vast that no human can comprehend how they make decisions. Sometimes they'll create infinite-energy batteries and artificial body parts that augment the user to superhuman strength and agility and then scatter these creations across the cosmos for people to use, other times they'll unleash horrifying monsters and emit angry psychic waves to try and drive entire planets insane from star systems away. Why? No one knows.



* PowerfulButInaccurate: The mortars launch a powerful explosive artillery shell to anywhere on the map tile that can easily cripple a large group of raiders or an insect hive in a single hit from a safe distance. However, it fires very slowly, has to be manned by a colonist to function (unlike the automatically firing turrets), and has horrendous accuracy, making it unviable against moving targets (on top of being the only major weapon in the game that has to be manually reloaded for each shot).

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* PowerfulButInaccurate: PowerfulButInaccurate:
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The mortars launch a powerful explosive artillery shell to anywhere on the map tile that can easily cripple a large group of raiders or an insect hive in a single hit from a safe distance. However, it fires very slowly, has to be manned by a colonist to function (unlike the automatically firing turrets), and has horrendous accuracy, making it unviable against moving targets (on top of being the only major weapon in the game that has to be manually reloaded for each shot).shot).
** The minigun. It is by far the most powerful long-range handheld weapon in the game in terms of damage output per second, excluding explosive weapons like a grenade belt or a rocket launcher, but its accuracy beyond point-blank range is horrible. It's a weapon best suited for mowing down groups of enemies, where the bullets are bound to hit ''something'', rather than against single targets. Arming ''every'' pawn with a minigun will also make its poor aim negligible (it's a lot harder to dodge hundreds of bullets flying at you at once), but this is easier said than done given it takes 20 components, a Crafting skill level of 7, and nearly 17 minutes of work to make just one.



* RaisingTheSteaks: The ''Anomaly'' DLC introduces zombie-like undead to the game called shamblers, creatures who CameBackWrong due to archotech nanites. Both human and animal corpses can be resurrected as shamblers, so remember to cremate any rotting or desiccated wildlife carcasses to keep them from coming back.



* UnspecifiedApocalypse: What caused the civilisation that built the ancient highways, vaults full of {{Human Popsicle}}s and other remnants of advanced industrialisation and technology to collapse is left up to the player's own interpretation. Considering the fact that some of these ancient vaults and crypts can be found deep inside mountains surrounded by hundreds of meters of naturally grown rock, and with no traces of previous entry points (implying the mountain grew around the structures after they were abandoned), some extremely cataclysmic events must've happened in the distant past, but no specifics are ever provided.

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* UnspecifiedApocalypse: UnspecifiedApocalypse:
**
What caused the civilisation that built the ancient highways, vaults full of {{Human Popsicle}}s and other remnants of advanced industrialisation and technology to collapse is left up to the player's own interpretation. Considering the fact that some of these ancient vaults and crypts can be found deep inside mountains surrounded by hundreds of meters of naturally grown rock, and with no traces of previous entry points (implying the mountain grew around the structures after they were abandoned), some extremely cataclysmic events must've happened in the distant past, but no specifics are ever provided.provided.
** TheEmpire suffered some sort of cataclysmic downfall in the distant past that fragmented their interstellar civilization, which once ruled entire star systems for millennia, reducing the current fragment to dwelling upon some backwater planet consisting mostly of tiny isolated factions and wildman tribes. The cataclysm that destroyed their civilization is left vague; the original description and WordOfGod stated that an even more powerful invading force annihilated them, but this description was later altered to just say it was "a great calamity".



** Downplayed in regards to normal raider gear. As a gameplay-balancing mechanic, attempting to take clothing/armour/utilities from a dead person will incur a mood debuff if a colonist wears it. This will not apply if the article was stripped from the raider while they were still alive though.



** You can drop pod stacks of toxic wastepacks on factions you don't like to get rid of them, but this will seriously hurt your goodwill with the faction, they may send back toxic wastepacks of their own in retaliation (and far more than you sent them), and raid your base more frequently. [[SubvertedTrope However]], if the faction you dropped the wastepacks on was only tribal level, they can't send them back.

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** You can drop pod stacks of toxic wastepacks on factions you don't like to get rid of them, but this will seriously hurt your goodwill with the faction, they may send back toxic wastepacks of their own in retaliation (and far more than you sent them), and raid your base more frequently. [[SubvertedTrope [[DownplayedTrope However]], if the faction you dropped the wastepacks on was only tribal level, they can't send them back.back (they can only send raids).
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* ActionBomb: Boomrats and boomalopes, rats and antelopes that explode when they die. They were genetically engineered as a renewable fuel source, and feral specimens adapted it as a defense mechanism.


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* NonEntityGeneral: The player's role is to do things like give construction and crafting orders and adjust work priorities. There's no in-game character representing the player, and it's possible for colonists to receive orders based on things they should have no in-universe way of knowing or while they're sleeping, so it's not clear where the orders are coming from from the pawns' perspective.
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* DeathOfPersonality: Once a person undergoes ghoulification in ''Anomaly'', they're as good as gone, replaced by an mindless husk that can do nothing but eay and fight. Their intelligence is so diminished that even a trained animal can perform more tasks than they can, and if they get hungry enough, they will eat their former loved ones without a thought.

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* DeathOfPersonality: Once a person undergoes ghoulification in ''Anomaly'', they're as good as gone, replaced by an mindless husk that can do nothing but eay eat and fight. Their intelligence is so diminished that even a trained animal can perform more tasks than they can, and if they get hungry enough, they will eat their former loved ones without a thought.
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* DeathOfPersonality: Once a person is turned into a ghoul in ''Anomaly'', they lose all higher-reasoning ability, becoming little more than a dumb animal that can't even do the most basic non-combat task.

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* DeathOfPersonality: Once a person is turned into a ghoul undergoes ghoulification in ''Anomaly'', they lose all higher-reasoning ability, becoming little more than they're as good as gone, replaced by an mindless husk that can do nothing but eay and fight. Their intelligence is so diminished that even a dumb trained animal that can't even do the most basic non-combat task.can perform more tasks than they can, and if they get hungry enough, they will eat their former loved ones without a thought.
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* MagicVersusScience: If ''Biotech'' and ''Anomaly'' are enabled together, it's possible for your colony of high-tech mechanitors and their KillerRobot to come into conflict with eldritch entities operating on ClarkesThirdLaw.
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* EmergencyTransformation: The ghoulification process added in ''Anomaly'' cures all life-threatening conditions, so one may turn a beyond-saving pawn into a ghoul to "save" them. Doing so won't exactly save them from death, but it will keep their reanimated corpse around as a powerful combat unit for your colony.

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* EmergencyTransformation: The ghoulification process added in ''Anomaly'' cures all life-threatening conditions, so one may turn a beyond-saving pawn into a ghoul to "save" them. Doing so won't exactly save them from death, but it will keep their reanimated half-dead corpse around as a powerful combat unit for your colony.

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* DeathOfPersonality: Once a person is turned into a ghoul in ''Anomaly'', they lose all higher-reasoning ability, becoming little more than a dumb animal that can't even do the most basic non-combat task.



* EmergencyTransformation: The ghoulification process added in ''Anomaly'' cures all life-threatening conditions, so one may turn a beyond-saving pawn into a ghoul to "save" them. It's not going to save them from death, but it will keep their feral corpse alive as a powerful combat unit.

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* EmergencyTransformation: The ghoulification process added in ''Anomaly'' cures all life-threatening conditions, so one may turn a beyond-saving pawn into a ghoul to "save" them. It's not going to Doing so won't exactly save them from death, but it will keep their feral reanimated corpse alive around as a powerful combat unit.unit for your colony.
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* EmergencyTransformation: The ghoulification process added in ''Anomaly'' cures all life-threatening conditions, so one may turn a beyond-saving pawn into a ghoul to "save" them. It's not going to save them from death, but it will keep their feral corpse alive as a powerful combat unit.

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* AgeWithoutYouth: Colonists and animals can't die from old age alone. While increasing age comes with increased chances of all manner of illnesses and frailties, including heart attacks, the few that are potentially fatal can be treated by a doctor. With good enough medical care, and a survivable enough colony, your elderly colonists are effectively immortal [[WhoWantsToLiveForever but will probably be permanently bedridden]]. Even replacing parts as they fall with cybernetic versions (especially the spine, since it's one of the first to go), eventually the colonist will get struck with both Alzheimer's and Dementia, both incurable barring [[TooAwesomeToUse Mech Serum]] abuse. Ideology DLC includes biosculpting research, which allows the player to both heal most age-related afflictions and to reverse aging, allowing colonists to be young and healthy forever, though.

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* AgeWithoutYouth: Colonists and animals can't die from old age alone. While increasing age comes with increased chances of all manner of illnesses and frailties, including heart attacks, the few that are potentially fatal can be treated by a doctor. With good enough medical care, and a survivable enough colony, your elderly colonists are effectively immortal [[WhoWantsToLiveForever but will probably be permanently bedridden]]. Even replacing parts as they fall with cybernetic versions (especially the spine, since it's one of the first to go), eventually the colonist will get struck with both Alzheimer's and Dementia, both incurable barring [[TooAwesomeToUse Mech Serum]] abuse. Ideology ''Ideology'' DLC includes biosculpting research, which allows the player to both heal most age-related afflictions and to reverse aging, allowing colonists to be young and healthy forever, though.



** the ''Biotech' DLC allows you to build your own mechanoids, and adds many new types both combat and utility.

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** the ''Biotech' ''Biotech'' DLC allows you to build your own mechanoids, and adds many new types both combat and utility.



* BigBeautifulMan: There is nothing stopping a fat pawn from having the Attractive or Very Attractive traits, not that the game's minimalist art style makes them look anything more than generic and plain though. With the Biotech DLC you can even make an entire xenotype of big beautiful men/women.

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* BigBeautifulMan: There is nothing stopping a fat pawn from having the Attractive or Very Attractive traits, not that the game's minimalist art style makes them look anything more than generic and plain though. With the Biotech ''Biotech'' DLC you can even make an entire xenotype of big beautiful men/women.



** Neanderthals -- Brute. A tribal subfaction in the Biotech DLC whose members are all of the neanderthaler xenotype. Slow and stupid, but they can take a beating and hit like a ton of bricks.

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** Neanderthals -- Brute. A tribal subfaction in the Biotech ''Biotech'' DLC whose members are all of the neanderthaler xenotype. Slow and stupid, but they can take a beating and hit like a ton of bricks.



** Empire (Royalty DLC) –- Elitist. The Empire attacks in small numbers, but always come well equipped in mid to end game armor. Additionally, Imperial troopers are always skilled in either Shooting or Melee, making the Empire a formidable threat even in the endgame.

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** Empire (Royalty (''Royalty'' DLC) –- Elitist. The Empire attacks in small numbers, but always come well equipped in mid to end game armor. Additionally, Imperial troopers are always skilled in either Shooting or Melee, making the Empire a formidable threat even in the endgame.



* EnhancedArchaicWeapon: Royalty DLC introduces melee weapons that use very advanced technologies, like Plasmaswords and electrical Zeushammers.

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* EnhancedArchaicWeapon: Royalty The ''Royalty'' DLC introduces melee weapons that use very advanced technologies, like Plasmaswords and electrical Zeushammers.



* EvilFeelsGood: By default, your colonists will get mood debuffs when they do abhorrent things like kill innocent people, eat human meat, harvest organs from prisoners, and so on. As of the ''Ideology'' DLC, however, you can give your colony an ideology that ''celebrates'' raiding, slavery, and/or cannibalism. Now your colonists receive mood ''buffs'' for doing all those awful things instead of a penalty!



* SchizoTech: A direct result of being on a rimworld. The population of the planet consists of the descendants of crashed spacecraft survivors and some hardy explorers, pirates, and luddites. Many of them devolved to tribalism over the centuries or millennia, and a few managed to retain pieces of more advanced technology, resulting in a mixture of ancient and medieval weapons, modern firearms and technologies, and science-fiction machinery. The Royalty DLC throws in TheEmpire, or at least what's left of it and the Ideology DLC reveals a hint of the terrifying power of the Archeotechs.

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* SchizoTech: A direct result of being on a rimworld. The population of the planet consists of the descendants of crashed spacecraft survivors and some hardy explorers, pirates, and luddites. Many of them devolved to tribalism over the centuries or millennia, and a few managed to retain pieces of more advanced technology, resulting in a mixture of ancient and medieval weapons, modern firearms and technologies, and science-fiction machinery. The Royalty ''Royalty'' DLC throws in TheEmpire, or at least what's left of it and the Ideology ''Ideology'' DLC reveals a hint of the terrifying power of the Archeotechs.



* SuperSoldier: You can get one if you manage to sink the time and resources into fully upgrading a combat skilled colonist with [[BadassTransplant bionic limbs and body parts]] (bonus points if they're [[LostTechnology archotech parts]]), deck them out in [[PowerArmor power armor]], then give them a [[{{BFG}} big heavy gun]], or a [[AbsurdlySharpBlade plasteel sword]] and you've got yourself a cyborg warrior that can go toe to toe with a [[SpaceMarine Space Marine]] from [[TabletopGame/Warhammer40000 Warhammer 40000]]. In the Royalty DLC, you can turn this to the next level with Imperial weaponry like the Zeushammer and the Monosword, which, along with powerful psy-casting abilities, enables the creation of a spellcasting, power armour clad, heavy weapon wielding Übermensch with nobility titles to boot. Enemies won't be able to flee when you can teleport into melee range and can't defend when stunned. A more questionable way is to use Luciferium on top of any other measures. Luciferium is, in essence, a swarm of microscopic robots that improve the user in pretty much every way possible, giving them nigh superhuman [[SuperSenses sight]], [[SuperSpeed speed]], [[SuperStrength Strength]], [[BoringButPractical blood filtration, metabolism, consciousness, blood pumping, breathing]], [[FeelNoPain pain resistance]] and a slow acting HealingFactor that can even regrow limbs and heal permanent brain damage. The drawback, is that once you take the drug, you're addicted and withdrawal is painful and has a 100% mortality rate. Hence why its named after a DealWithTheDevil.

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* SuperSoldier: You can get one if you manage to sink the time and resources into fully upgrading a combat skilled colonist with [[BadassTransplant bionic limbs and body parts]] (bonus points if they're [[LostTechnology archotech parts]]), deck them out in [[PowerArmor power armor]], then give them a [[{{BFG}} big heavy gun]], or a [[AbsurdlySharpBlade plasteel sword]] and you've got yourself a cyborg warrior that can go toe to toe with a [[SpaceMarine Space Marine]] from [[TabletopGame/Warhammer40000 Warhammer 40000]]. In the Royalty ''Royalty'' DLC, you can turn this to the next level with Imperial weaponry like the Zeushammer and the Monosword, which, along with powerful psy-casting abilities, enables the creation of a spellcasting, power armour clad, heavy weapon wielding Übermensch with nobility titles to boot. Enemies won't be able to flee when you can teleport into melee range and can't defend when stunned. A more questionable way is to use Luciferium on top of any other measures. Luciferium is, in essence, a swarm of microscopic robots that improve the user in pretty much every way possible, giving them nigh superhuman [[SuperSenses sight]], [[SuperSpeed speed]], [[SuperStrength Strength]], [[BoringButPractical blood filtration, metabolism, consciousness, blood pumping, breathing]], [[FeelNoPain pain resistance]] and a slow acting HealingFactor that can even regrow limbs and heal permanent brain damage. The drawback, is that once you take the drug, you're addicted and withdrawal is painful and has a 100% mortality rate. Hence why its named after a DealWithTheDevil.



* ThisIsADrill: A colonist with the Drill Arm from Royalty DLC can bore the body of enemies.

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* ThisIsADrill: A colonist with the Drill Arm from Royalty ''Royalty'' DLC can bore the body of enemies.
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* PracticalCurrency: Silver is both used as currency when trading and for building sterile tile floors.
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* UngovernableGalaxy: The lack of [=FTL=] makes the Rimworld galaxy this by default. In the background there's mention of political blocs that consist of up to three planets, but beyond the occasional trader frieghter all planets are on their own.

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* UngovernableGalaxy: The lack of [=FTL=] makes the Rimworld galaxy this by default. In the background there's mention of political blocs that consist of up to three planets, but beyond the occasional trader frieghter all planets are on their own. The Empire is (or was) an exception to the "no interstellar polities" rule, but even then they only ruled a fraction of colonized space.
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** The [[AntiMatter Antigrain]] Warhead is a very rare mortar shell. It will cause a vast and devastating explosion. This explosion is big enough to annihilate an entire raiding party or mechanoid nest with a ''near miss''.

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** The [[AntiMatter Antigrain]] Warhead is a very rare mortar shell. It will cause a vast and devastating explosion. This explosion is big enough to annihilate an entire raiding party or mechanoid nest with a ''near miss''.''{{near miss|es}}''.
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* IncompatibleOrientation: Gay or bisexual pawns will often attempt to woo heterosexual pawns, due to said traits being so uncommon that getting a colony with even two gay pawns by random chance is extremely rare (and the chances of them actually liking each other enough to initiate romance is even lower). This tends to make "Gay" a mildly negative trait due to them constantly getting mood debuffs from "rebuffed by X".


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* ScrewYourself: The corrupted obelisk has the ability to duplicate one of your pawns once every thirty days (although they'll always come with some sort of negative condition). If said pawn has the Gay or Bisexual trait, there is a chance they will romance their duplicate (notable, as the game otherwise prohibits incestuous relationships).

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* EatenAlive: This is the gimmick of the devourer monster from the ''Anomaly'' DLC. It leaps at its prey from several tiles away, swallowing it whole in one gulp. The victim will then take continuous acid burn damage inside the devourer until they're dead (a process which takes anywhere from 10 to 60 seconds, depending on pawn size) or freed by someone else attacking the devourer. Fortunately, once the devourer devours someone, it is immobilized for the duration of the digestion process, making it easy to retaliate against, and if it misses the attack it cannot perform the attack for another in-game hour (about 42 seconds).



* ExtremeOmnivore: Of the "unpicky eater" variety. The Pigskins, due to being genetically modified pigs, can eat any food, even rotten, without risking food poisoning, will not get a mood debuff from consuming raw food, and get the same nutritional value from raw food as a cooked meal. They will still hate eating insect meat, human flesh, and kibble though.

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* ExtremeOmnivore: ExtremeOmnivore:
**
Of the "unpicky eater" variety. The Pigskins, due to being genetically modified pigs, can eat any food, even rotten, without risking food poisoning, will not get a mood debuff from consuming raw food, and get the same nutritional value from raw food as a cooked meal. They will still hate eating insect meat, human flesh, and kibble though.though.
** The devourer is a monster which is able to swallow its prey whole and digesting it alive. This includes both your colonists and mechanoids, which it can digest just as easily. This makes a viable strategy when fighting them, as non-offensive mechanoids can be sent out as disposable fodder (the devourer is rendered immobile after swallowing its target), and then the real combatants can strike the devourer as its vulnerable.



* GentleGiant: Thrumbos are massive creatures that occasionally pass through your territory in small groups. They're generally peaceful and make for extremely powerful attack animals if you can manage to tame them, and won't attack on a failed taming attempt (unlike most wild creatures), but their enormous power can also backfire if you attempt to hunt them.

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* GentleGiant: GentleGiant:
**
Thrumbos are massive creatures that occasionally pass through your territory in small groups. They're generally peaceful and make for extremely powerful attack animals if you can manage to tame them, and won't attack on a failed taming attempt (unlike most wild creatures), but their enormous power can also backfire if you attempt to hunt them.them.
** [[HonorableElephant As you might expect]], elephants are also another example. They're the second largest animal in the game (only behind the thrumbo and tied with the megasloth), but similar to the thrumbo will never go manhunter on a failed taming attempt and their training decay rate is more than a full day longer than either thrumbos or megasloths. They are also the only animal in the game that can haul stuff, fight for you, ''and'' act as a rideable pack mule on caravans.



** Also played straight when tackling the revenant, added in the ''Anomaly'' DLC. It is unable to cloak itself if set aflame, making incendiary weapons or the scorcher mechanoids a great choice when fighting the monster. The devourer, also from the DLC, will instantly spit up any prey the moment it's set on fire.



* UndyingLoyalty: Some enemies will spawn with an "unwavering loyal" trait, making it outright impossible to recruit them if captured and imprisoned. The only way to bypass this is to enslave them, induce a mental break that turns them into a wild man/woman, and then they can be tamed and join the colony, but it's not clear if this is intended behaviour or a bug.

to:

* UndyingLoyalty: Some enemies will spawn with an "unwavering loyal" trait, making it outright impossible to recruit them normally if captured and imprisoned. The only way There are two ways to bypass this this, both only available by DLC content; the first is to enslave them, induce a mental break that turns them into a wild man/woman, and then they can be tamed and join the colony, but it's not clear if this is intended behaviour or a bug.bug, and the second one is to induce a full mind-wipe ritual which makes them forgot what they were loyal too.

Added: 1866

Changed: 1963

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* CosmicHorrorStory: Although mostly LovecraftLite, the omnipresence of the godlike and utterly inscrutable [[ArtificialIntelligence Archotechs]] in the setting regularly puts your colonists on the level of ants trying to survive against a lunatic with a flamethrower. It doesn't matter how well your colony can handle physical threats like raiders, mechanoids or giant insects. If an Archotech feels like screwing you over in some horrific fashion for no apparent reason, there's absolutely nothing you can do about it except hope that you can hold on long enough for it to grow bored and direct its attention elsewhere. The upcoming ''Anomaly'' DLC is teased to vastly expand upon this aspect of the game with all sorts of terrifying events, monsters, evil relics and more.

to:

* CosmicHorrorStory: Although mostly LovecraftLite, the omnipresence of the godlike and utterly inscrutable [[ArtificialIntelligence Archotechs]] in the setting regularly puts your colonists on the level of ants trying to survive against a lunatic with a flamethrower. It doesn't matter how well your colony can handle physical threats like raiders, mechanoids or giant insects. If an Archotech feels like screwing you over in some horrific fashion for no apparent reason, there's absolutely nothing you can do about it except hope that you can hold on long enough for it to grow bored and direct its attention elsewhere. The upcoming ''Anomaly'' DLC is teased to vastly expand expands upon this aspect of the game with all sorts of terrifying events, monsters, evil relics and more.



* DeusEstMachina: Archotechs, unfathomably vast machine intelligences that create super-advanced if not supernatural technologies like Dyson spheres, unlimited power generation, and psychic technologies. They are born on "Transcendent" worlds, planets where unrestricted AI development leads to a network of machine intelligences that convert their entire worlds into computing machines. They have vast plans spanning hundreds of years and mindsets that humans struggle to understand. They are the closest thing in the setting to true gods. ''Ideology'' allows the player to build ideoligeons which [[MachineWorship worship the Archotechs as divine entities]]. The Archonexus questline introduced in the same expansion centres around the player's colony trying to track down a [[PiecesOfGod fragment of the mind of an Archotech]] so they can touch it and gain the Archotech's attention, though what happens next is ambiguous. The upcoming expansion ''Anomaly'' centres on an Archotech who becomes the machine equivalent of a MadGod.

to:

* DeusEstMachina: Archotechs, unfathomably vast machine intelligences that create super-advanced if not supernatural technologies like Dyson spheres, unlimited power generation, and psychic technologies. They are born on "Transcendent" worlds, planets where unrestricted AI development leads to a network of machine intelligences that convert their entire worlds into computing machines. They have vast plans spanning hundreds of years and mindsets that humans struggle to understand. They are the closest thing in the setting to true gods. ''Ideology'' allows the player to build ideoligeons which [[MachineWorship worship the Archotechs as divine entities]]. The Archonexus questline introduced in the same expansion centres around the player's colony trying to track down a [[PiecesOfGod fragment of the mind of an Archotech]] so they can touch it and gain the Archotech's attention, though what happens next is ambiguous. The upcoming expansion ''Anomaly'' centres on an Archotech who becomes the machine equivalent of a MadGod.



* GenreShift: The game started as a LowFantasy SpaceWestern where most available weapons, armour and technology were at or below modern-day levels in RealLife, [[AbsentAliens aliens were not a factor]], any unusual phenomena [[DoingInTheWizard has an explicitly scientific explanation]] and [[DeusEstMachina the closest things to gods are just giant machine intelligences]], with explicitly sci-fi elements like [[BigCreepyCrawlies giant space bugs]], [[RobotWar hordes of hostile robots]], hypersleep caskets and SpaceMarine-type weapons and PoweredArmor existed mainly to provide a HandWave for dissonance between biological and chronological age in-universe, or a variety of challenges beyond merely hostile humans or animals. As the DLC expansions roll on, the game has gradually adopted elements from more fantastical sci-fi works. ''Royalty'' introduced a [[FeudalFuture highly advanced feudalistic interstellar empire]] with old-fashioned clothes, tech-enhanced melee weapons and sanctioned psi powers, similar to those seen in ''Literature/{{Dune}}'' and ''TabletopGame/Warhammer40000'', while also granting buffs to the Mechanoids and giving them an increased prominence in the story, as well as an ''Film/{{Avatar}}''-esque WorldTree that grants psi powers to the natives. ''Ideology'' added an ending path that allows the player to directly interact with the Archotechs that previously only existed as background elements to [[AWizardDidIt explain away hyper-advanced technologies]] as well as the Gauranlen trees and their symbiotic Dryad servants. ''Biotech'' knuckled down even further by introducing not only HumanSubspecies as a compromise with true aliens, but [[OurVampiresAreDifferent a science-based form of vampires]]. Finally, the upcoming ''Anomaly'' expansion is advertised as a full-on shift into horror game territory, covering such subgenres as BodyHorror, SurrealHorror and CosmicHorror.

to:

* GenreShift: GenreShift:
**
The game started as a LowFantasy SpaceWestern where most available weapons, armour and technology were at or below modern-day levels in RealLife, [[AbsentAliens aliens were not a factor]], any unusual phenomena [[DoingInTheWizard has an explicitly scientific explanation]] and [[DeusEstMachina the closest things to gods are just giant machine intelligences]], with explicitly sci-fi elements like [[BigCreepyCrawlies giant space bugs]], [[RobotWar hordes of hostile robots]], hypersleep caskets and SpaceMarine-type weapons and PoweredArmor existed mainly to provide a HandWave for dissonance between biological and chronological age in-universe, or a variety of challenges beyond merely hostile humans or animals. As the DLC expansions roll on, the game has gradually adopted elements from more fantastical sci-fi works. works.
**
''Royalty'' introduced a [[FeudalFuture highly advanced feudalistic interstellar empire]] with old-fashioned clothes, tech-enhanced melee weapons and sanctioned psi powers, similar to those seen in ''Literature/{{Dune}}'' and ''TabletopGame/Warhammer40000'', while also granting buffs to the Mechanoids and giving them an increased prominence in the story, as well as an ''Film/{{Avatar}}''-esque WorldTree that grants psi powers to the natives. natives.
**
''Ideology'' added an ending path that allows the player to directly interact with the Archotechs that previously only existed as background elements to [[AWizardDidIt explain away hyper-advanced technologies]] as well as the Gauranlen trees and their symbiotic Dryad servants. servants.
**
''Biotech'' knuckled down even further by introducing not only HumanSubspecies as a compromise with true aliens, but [[OurVampiresAreDifferent a science-based form of vampires]]. Finally, the upcoming vampires]].
**
''Anomaly'' expansion is advertised as a full-on shift into horror game territory, covering such subgenres as BodyHorror, SurrealHorror and CosmicHorror.

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