RimWorld Trait Calculator — Build Your Ideal Colonist

Use this RimWorld trait calculator to plan your starting colonists. Filter by good or bad traits, select the ones you want, and see your pawn build — all for the current 1.6 / Odyssey version.

Trait Calculator

SelectTraitEffectTier
Sanguine +10 mood (always). Immune to several negative moodlets. best
Industrious Global work speed +30%. best
Too Smart Research +40%, learning +70%, but boredom negative moodlets. best
Brawler Melee +6 skill, melee attack +30%, but social skills reduced. good
Jogger Move speed +25%. good
Night Owl +5 mood when awake at night, -5 in the day. good
Quick Sleeper Sleeps faster, needs less sleep. good
Tough Incoming damage -50%. good
Abrasive Social fights more often, -social opinion. bad
Greedy Unhappy without impressive bedroom, -mood from low expectations. bad
Jealous Requires the best bedroom in colony, else -mood. bad
Too Slow Move speed -20%. bad
Pyromaniac Randomly starts fires, -mood without fire nearby. worst
Chemical Interest Random drug binges, +risk of addiction. worst
Wimp Downed easily by pain (breaks at low pain). worst
Lazy Global work speed -20%. worst

Selected traits (0)

    Best Traits for Starting Colonists

    For a strong colony start, favor Industrious, Sanguine and Too Smart. Avoid Pyromaniac, Chemical Interest and Lazy early on — they hurt colony stability.

    RimWorld Trait FAQ

    How many traits can a colonist have?

    Colonists typically have 1–2 traits; some backgrounds or genes add more. Starting pawns have random traits unless modified by mods or prepare-carefully tools.

    Are conflicting traits possible?

    Yes. Some traits are mutually exclusive (e.g. Industrious vs Lazy won't both apply). This calculator helps you pick a coherent build.

    See our full trait list or Pawn Planner for more.