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{{Xenotype Faction Table|impid}}
 
{{Xenotype Faction Table|impid}}
  
As raiders, impids have a x1.2 [[raid points|combat power]] multiplier, meaning they count as 1.2 of a raider. A raid consisting of all impids would be at most {{%|1/1.2 round 2}} as large as the same raid with [[baseliner]]s. An Impid raid will likely be even smaller than {{%|1/1.2 round 2}} because many enemies have special Impid versions that cost more than their standard tribal counterparts.
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As raiders, impids have a x1.2 [[raid points|combat power]] multiplier, meaning they count as 1.2 of a raider.{{Check Tag|Verify|From XMLs. Needs verification in-game}} A raid consisting of all impids would be {{%|1/1.2 round 2}} as large as the same raid with [[baseliner]]s.
  
 
== Summary ==
 
== Summary ==
Impids generally live in the desert and their genes reflect this. They have a mixed bag of physical abilities, but their fire spew ability is their main talent.  
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Impids generally live in the desert and their genes reflect this.
  
 
=== Visuals ===
 
=== Visuals ===
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=== Genes ===
 
=== Genes ===
Impids have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]].
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Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]].
  
All impids have these [[germline gene]]s:
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Impid genetic complexity is 11. With a [[metabolic efficiency]] of '''0''', they have a normal hunger rate.
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=== Genes ===
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Impids have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.
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All impid have these endogenes:
  
 
'''Assorted:'''
 
'''Assorted:'''
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| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BeardStyleNone.png|64|Beardless|Genes#Beardless}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BeardStyleNone.png|64|Beardless|Genes#Beardless}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HeadboneMinihorns.png|64|Mini-horns|Genes#Mini-horns}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HeadboneMinihorns.png|64|Mini-horns|Genes#Mini-horns}}
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair SandyBlonde.png|64|Sandy-blonde hair|Genes#Sandy-blonde hair}}
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| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HairColor.png|64|Sandy-blonde hair|Genes#Sandy-blonde hair}}
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair Orange.png|64|Orange hair|Genes#Orange hair}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Yellow Pale.png|64|Pale yellow skin|Genes#Pale yellow skin}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Orange.png|64|Orange skin|Genes#Orange skin}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Red Deep.png|64|Deep red skin|Genes#Deep red skin}}
 
 
|-  
 
|-  
 
| <small>[[Genes#Beardless|Beardless]]</small>
 
| <small>[[Genes#Beardless|Beardless]]</small>
 
| <small>[[Genes#Mini-horns|Mini-horns]]</small>
 
| <small>[[Genes#Mini-horns|Mini-horns]]</small>
 
| <small>[[Genes#Sandy-blonde hair|Sandy-blonde hair]]</small>
 
| <small>[[Genes#Sandy-blonde hair|Sandy-blonde hair]]</small>
| <small>[[Genes#Orange hair|Orange hair]]</small>
 
| <small>[[Genes#Pale yellow skin|Pale yellow skin]]</small>
 
| <small>[[Genes#Orange skin|Orange skin]]</small>
 
| <small>[[Genes#Deep red skin|Deep red skin]]</small>
 
 
|}   
 
|}   
  
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== Acquisition ==
 
== Acquisition ==
You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. They will also appear in transport pod crashes, as is the same for almost every xenotype.
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You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. they will also appear in transport pod crashes, as is the same for almost every xenotype.
  
 
== Analysis ==
 
== Analysis ==
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As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though [[parka]]s and/or [[heater]]s should keep impids warm even in the coldest of [[biome]]s. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.
 
As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though [[parka]]s and/or [[heater]]s should keep impids warm even in the coldest of [[biome]]s. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.
  
It is not recommended to use impids as slaves. The depressive gene leads to frequent nervous breakdowns, and during uprisings, impids can set fire to valuable or explosive objects. On the other hand, weak close combat allows two impids to stun rebellious colonists without harm to health.
 
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Xenotypes]]
 
[[Category:Xenotypes]]
 
{{#set:Image = [[File:Impid.png]]}}
 
{{#set:Image = [[File:Impid.png]]}}

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