Difference between revisions of "Creepy joiner"

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* Perfect human (high skills, perfect memory trait)
 
* Perfect human (high skills, perfect memory trait)
 
* Occultist (research bonus)
 
* Occultist (research bonus)
* Unnatural healing (unnatural healing skill)
+
* Unnatural healing (usable ability: once per 6 days, apply the effect of a [[Healer mech serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]], cannot self-target)
 
* Shambler overlord (Ability to create friendly Shamblers)
 
* Shambler overlord (Ability to create friendly Shamblers)
 
* Fleshcrafter (Ability to turn corpses into hostile fleshbeast)
 
* Fleshcrafter (Ability to turn corpses into hostile fleshbeast)
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* Leaves
 
* Leaves
 
* Aggressive
 
* Aggressive
 +
* Aggressive when rejected
 
* Metalhorror
 
* Metalhorror
 
* Crumbling mind
 
* Crumbling mind
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* Psychic agony
 
* Psychic agony
 
* Organ decay
 
* Organ decay
* Disturbing
+
* Disturbing (mumbles and gives other colonists a negative mood debuff)
  
 
If they become aggressive, they can react in various ways:
 
If they become aggressive, they can react in various ways:

Revision as of 22:09, 21 April 2024

Creepy joiners are an exclusive event for the anomaly DLC.

Summary

A random pawn appears that wants to join your colony. They usually have some great benefit, but come with large risks too.

If rejected when they are asking to join your colony, they can either depart peacefully or attack you.

Not all combinations are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).

Types

Main creepy joiner types: (Each has its unique backstory and equipment)

  • Leathery stranger
  • Dark scholar
  • Deal maker
  • Drifter
  • Blind healer
  • Timeless one
  • Cult escapee
  • Lone genius

Benefits

They can have one of the following benefits:

  • Perfect human (high skills, perfect memory trait)
  • Occultist (research bonus)
  • Unnatural healing (usable ability: once per 6 days, apply the effect of a Healer mech serum to a pawn, with a 25% chance to also replace one of the pawn's arms with a flesh tentacle, cannot self-target)
  • Shambler overlord (Ability to create friendly Shamblers)
  • Fleshcrafter (Ability to turn corpses into hostile fleshbeast)
  • Alchemist (transmute steel skill)
  • Joybringer (Gives a passive +3 mood boost to all human-like pawns controlled by the player)
  • Death refusal (Has a health motiff (?) that allows pawn to be resurrected 4 times, replacing lost parts or organs but may lead to scars)
  • Body mastery (completely removes the pawn's need for Food, Sleep, and Comfort)
  • Psychic butcher (can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh)

Drawbacks

They always come with a downside as well, which happens after a certain amount of time:

  • Nothing
  • Leaves
  • Aggressive
  • Aggressive when rejected
  • Metalhorror
  • Crumbling mind
  • Entity jailbreaker
  • Psychic agony
  • Organ decay
  • Disturbing (mumbles and gives other colonists a negative mood debuff)

If they become aggressive, they can react in various ways:

  • Basic assault
  • Fleshbeast emergence - kills the Creepy Joiner in the process
  • Sightstealer attack

Analysis