All RimWorld Xenotypes - RimWorld Guide - IGN (2024)

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Within the newly released Biotech expansion for RimWorld, there have been a number of new and unique Xenotypes, or Xenohumans, added to the game.

This page acts as a comprehensive breakdown of all the Xenotypes added to RimWorld with the Biotech DLC release.

Looking for something specific? Click one of the links below to jump to...

  • Pigskins
  • Impids
  • Yttakin
  • Neanderthals
  • Dirtmoles
  • Genies
  • Hussars
  • Highmates
  • Wasters
  • Sanguophages

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Pigskins

Capable of speech, two-legged movement, and the use of tools, the Pigskins are human-pig hybrids. Their trotter hands leave them disadvantaged when it comes to the precise use of tools, objects, or equipment, but their stomachs allow them to eat almost anything with no consequences. Struggling at a distance, the Pigskins tend to prefer close-range weaponry.

Their faction is the Rough Pig Union, a union of townships that are equally as willing to make friends with you as they are to launch an all-out war.

Impids

Impids were made for desert life, with the ability to survive high temperatures, move incredibly fast, and spew fire from their mouths. As they are specifically designed for the desert, they will struggle to survive in most other environments, and furthermore have terrible abilities when it comes to farming. Capable fighters at range, the Impids will very easily lose a fight should it become a more close-quarters encounter.

The Savage Impid Tribe is a very hostile faction. Their speed and penchant for incendiary attacks allow them to raze entire townships to the ground in record time, so it's probably best to avoid them.

Yttakin

Almost the exact opposite of the Impids, the Yttakin are engineered to survive in ultra-cold environments. Their size and coating in fur allow them to be incredibly sturdy, at the cost of their speed, energy, and precision. The Yttakin are in tune with nature, and as such can summon animals to their side during a battle.

The Yttakin Pirates faction prefers isolation and is outwardly hostile to any and all outsiders. Though their animal companions can be deadly, should you manage to capture and recruit a Yttakin, you'll have a powerful ally on your side.

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Neanderthals

The Neanderthals are strong and well-built; so much so that they are very difficult to injure. Furthermore, their immune systems are strong enough that they are resistant to infection. Much like real-world Neanderthals, however, these humans have yet to fully develop into a functioning society and therefore are weaker at intellectual and social tasks. They are also impulsive and quick to anger.

The Fierce Neanderthal tribe lives deep in the wild. Whilst they are open to trade and discourse, they are fiercely territorial and won't hesitate to kill someone they consider a threat. The incredible amount of damage they can endure, and the sheer number of members within their tribe make them formidable foes, despite their social, intellectual, and technological drawbacks.

Dirtmoles

Dirtmoles love to be in dark places, the more cramped the better, and therefore thrive in close combat. Whilst they are extremely capable when it comes to mining or digging, they suffer from poor long-distance eyesight, have slow movement speed, and will have an adverse reaction to light.

Genies

Genies are solely designed to be engineers. With their brains specifically hardwired to analyze and construct machinery, they are socially inept and emotionally void. This lack of emotion does however allow them to stay calm and follow orders when most others would/could not. They also suffer from weak bones and therefore can become debilitated with very little effort, from very little pain.

Hussars

Hussars are soldiers, through and through. They fight with aggression and precision that most others cannot achieve, have enhanced healing capabilities, can survive in extreme temperatures, and continually ingest military drugs. They consume these drugs so much they have a dependency on them, making them completely subservient to their commanders.

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Their rage, whilst useful in combat, means they are incapable of interaction in almost any other scenario.

Highmates

Highmates are designed to be the perfect companion in life. With huge amounts of empathy and beauty, these beings psychically bond with their mate. But this is their sole purpose, meaning they cannot perform manual tasks, are incredibly weak, and are literally incapable of violence, regardless of the situation.

Wasters

Wasters are immune to toxic pollution and can ingest as much psychite and drugs as they want to with no ramifications. Their metabolism in fact demands that they must consume some form of psychite to survive. This lifestyle leads to a grey-skinned appearance, and an aggressive demeanor.

The Waster Pirates faction is a group of outcasts. Mainly composed of Wasters, but also including smatterings of members from other Xenotypes, they aren't self-sufficient and instead prefer to rob to survive, using any and all forms of violence to get what they want. Consider any and all Wasters a threat.

Sanguophages

Sanguophages are capable of passing amongst other Xenotypes undetected, and for good reason. These beings are in possession of superhuman powers and have a genetic need for sustenance via human blood.

These beings are mentally adept in every field, and endlessly beautiful. In combat, they are capable of throwing deadly spines, but can also heal injured allies. They cannot age or die naturally, and will never be afflicted by a poison or disease. A Sanguophage can create a new Sanguophage by reimplanting its own xenogerm into a person.

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Sanguophages must regularly consume hemogen from human blood, they are easily destroyed by fire, and will become slowed when exposed to UV light. Sanguophages must also periodically enter Deathrest, a dormant state that lasts several days as they recover and regenerate their powers. This can be improved with the use of a deathrest casket.

Looking for more? Check out our Console Commands and Cheats page to know all the niftiest and most useful inputs to modify your gameplay experience in RimWorld!

Up Next: RimWorld 1.4 Patch Notes

PreviousAll RimWorld AnimalsNextRimWorld 1.4 Patch Notes

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All RimWorld Xenotypes - RimWorld Guide - IGN (1)

RimWorld

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All RimWorld Xenotypes - RimWorld Guide - IGN (2024)
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