RimWorld Xenotypes Guide - Traits, Abilities & Best Builds Explained

RimWorld is a construction and management simulation video game that was initially released on November 4th, 2013. The game is available on steam, so get your RimWorld steam key from LootBar and enjoy the experience. The game is a deep, story-driven colony simulator that blends strategy, survival, and emergent storytelling into a uniquely unpredictable experience. From managing food, shelter and defenses to navigating social dynamics and mental breakdowns, every decision you make will shape the narrative of your colony.

What truly sets RimWorld apart, is the adaptive AI storytelling system that gives birth to events such as pirate raids and environment disasters in the game which avoid having two exactly same playthroughs. With the introduction of the Biotech DLC, the world of RimWorld is expanding with greater depths as it added the Xenotypes which is a system of different human variants with unique traits.

RimWorld Xenotypes

In this guide, we will give you a complete breakdown of what Xenotypes are, how many of them are available for the players and what each of them brings on the table. Whether you are commanding the fire resistant Impids or the intellectual Genies, each of the Xenotypes offers a distinct playstyle that can dramatically alter the flow of the game.

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What are Xenotypes

Xenotypes are a series of newly added xenohumans who were added with the Biotech DLC update. These species have different sets of genes which can be changed also. In RimWorld, there are currently 11 Xenotypes by default but you can add your own type during colonist selection or in-game genetics modification. Here is the list and stats of all the available Xenotypes:

Xenotype

Gene Type

Metabolic efficiency

Complexity

Baseliners

N/A

0

0

Hybrids

Endogene

variers

varies

Dirtmoles

Endogene

0

10

Genies

Xenogene

+1

11

Highmates

Xenogene

0

16

Hussars

Xenogene

+2

16

Impids

Endogene

0

11

Neanderthals

Endogene

+2

12

Pigskins

Endogene

-1

16

Sanguaphages

Xenogene

0

57

Starjack

Xenogene

0

11

Wasters

Endogene

0

13

Yttakin

Endogene

-1

13

Baseliners

The baseliners are the naturally evolved humans with no significant genetic modifications. These are not actually considered as xenotypes as they don’t have the unique traits and abilities. When you get your LootBar game key, and jump into the game, baseliners will be the most basic humans there.

Hybrids

The Hybrid Xenotype is a genetic mix of 2 established xenotypes which can give birth to any xenotype. Keep in mind that not every xenotype is passed down from birth. For example, a couple consisting of one Highmate and one Genie would only be able to give birth to a Baseliner.

Dirtmoles

Dirtmoles are a simple xenotype that are well suited for leading life in mountainous regions. Their kit provides a combination of mining, vision in dark and with strong melee abilities that make them perfect to fight against infestations. But they are not limited to the mountains as they are decently usable for indoor tasks also. Their work related weaknesses are slow running speed and UV sensitivity.

Gene extraction:

  • Strong melee damage
  • Dark Vision
  • Great mining
  • Intense UV sensitivity
  • Nearsighted

RimWorld Xenotypes Dirtmoles

Genies

Genies are technically designed to be engineers. They are calm by nature, intellectual and good at tasks like crafting. Their delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. Combat wise, generies take more damage and are easy to down as forced Wimps.

Gene extraction:

  • Great crafting
  • Awful social
  • Dead calm

RimWorld Xenotypes Genies

Highmates

Highmates are designed to be perfect mates and they physically bond with anyone they have their first romance with and provide buffs. Combat wise, Highmates are incapable of any violence and awful at Plants and Mining but depending on the colonists, they can complete their other tasks quite decently.

Gene extraction:

  • Psychic bonding
  • Kind instinct
  • HIgh Libido
  • Psy-sensitive
  • Violence disabled

RimWorld Xenotypes Highmates

Hussars

Hussars are xenotypes that are designed to act as super soldiers because of their immense strength in combat through great shooting, great melee and superfast wound recovery. Besides combat, the Hussars are weak at other stuff. Even so, if a hussar is only good at hauling, combat and cleaning, they are worth keeping as your colonists, considering that raids are your field of interest.

Gene extraction:

  • Great Skill
  • Go-juice dependency
  • Psychically deaf

RimWorld Xenotypes Hussars

Impids

Impids are xenotypes that are devilish desert people with the ability to breathe fire. They are fearsome enemies because of their combination of Very Fast Runner and Fire Spew genetics. As colonists, Iimpid's main benefit is their very fast movement speed and their Fire Spew which can be used to disengage from melee enemies. Although impids are reasonably good at most of the tasks, they are poor at Plants and Animals.

Gene extraction:

  • Poor Skill
  • Very Fast Runner
  • Fire Resistant

RimWorld Xenotypes Impids

Neanderthals

Neanderthals are xenotypes that are slow and sturdy humans. Despite using tribal technology, neanderthal enemies should not be underestimated in combat as they can take up to twice as much damage. As colonists, they retain all their strengths including reduced pain, reduced damage and high melee damage which makes them a great melee colonists. They also have their downside which is a large penalty for skill and their aggressive nature.

Gene extraction:

  • Strong melee Damage
  • Robust
  • Poor Skill

RimWorld Xenotypes Neanderthals

Pigskins

Pigskins are human-pig hybrid xenotypes designed mainly for organ extraction. They are hardy and can eat almost anything without getting sick. They are a formidable opponent but as colonists, pigskins’ trotter hand reduces manipulation making them 85% more efficient at most works.

Gene extraction:

  • Strong stomach
  • Strong immunity
  • Nearsighted
  • Robust digestion
  • Poor cooking

RimWorld Xenotypes Pigskins

Sanguaphages

Sanguaphages are vampire xenotype that do not age, almost attaining the state of immortality. They are exceptionally rare and powerful with superhuman powers but in exchange for their strengths, they need hemogen and deathrest.

Starjack

Starjack is one of the oldest xenotypes that played a crucial role in the colonization in space. Starjack are workers who are well suited for space environments. They are more resilient to the effects of space but weak in melee combat.

Wasters

Wasters are a xenotype perfectly suited for post-apocalyptic pollution worlds. They are aggressive, immune to toxic pollution and almost impervious to disease. They usually don’t get along with others due to the combination of Unattractive and Aggressive.

RimWorld Xenotypes Wasters

Yttakin

Yttakin are fur skinned xenotypes that are well adapted to the cold and have an animal warcall. Yttakin descended from colonists engineered to thrive on ultra cold planets. They are good combatants regardless of climate with both robust and strong melee damage.

Gene extraction:

  • Strong melee damage
  • Robust
  • Sleepy

RimWorld Xenotypes Yttakin

Conclusion

In conclusion, xenotypes transform RimWorld from just a survival simulator into a genetic sandbox where creativity and strategy collide. Master each of their traits to craft the ultimate colony with both resilience and uniquely adjust to your playstyle.