Kind thoughts[edit]
ID: ThoughtKind
The +6 mood it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity.
Calm thoughts[edit]
ID: ThoughtCalm
The +3 mood it provides is equivalent to the mood buff given by sleeping in an unbelievably impressive barrack, or the buff from an slightly impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity.
Mad muttering[edit]
ID: ThoughtMuttering
The -3 mood it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating fine meals. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where mood is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity.
Mad wailing[edit]
ID: ThoughtWailing
The -6 mood it provides is equivalent to the mood debuff given by being hungry, being drowsy, and also when humans are butchered. It is mostly countered by eating fine meals. It is worth it because these powerful weapons are usually acquired in the mid-to-late game, where mood is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity.
Kill-focused[edit]
ID: OnKill_PsyfocusGain
The wielder of a kill-focused persona weapon regains 20% of their psyfocus every time they kill another pawn with the weapon up to their normal maximum of 100%. Despite the description, this killed pawn does not have to be an enemy and the psyfocus will even be granted when executing downed enemies, killing wild animals, slaughtering tamed animals, or friendly mechs (including the war urchin).
A single kill is equivalent to over 5 hours of meditation with the best possible focus, or 10 hours without one. As psyfocus is one of the primary limiting factors for psycasters, this makes this trait incredibly powerful and easily a candidate for the best trait on offer.
The most obvious role is using the weapon in the thick of combat to keep up psycast support and it is very powerful doing so. It not only allows for more psycasting, it also allows the caster to be flexible with their casts and not have to worry about holding back for fear of not having focus when needed later. Pawns with high Psychic Sensitivity are especially ideal as wielders, as they can cast more before before exceeding their Neural Heat Limit and thus better exploit the additional focus. But the benefits aren't limited to only combat.
Simply by manually melee-hunting small animals such as squirrels and rats, psycasters can repeatedly cast Word of Inspiration to mass produce legendary items, Word of Trust to recruit large numbers of pawns quickly, or always have several Berserk Pulses ready to wreak havoc with raids. All this without having to dedicate much of a pawns life to meditation. This out-of-combat use means that even bad quality persona weapons with this trait are very valuable, as any weapon is sufficient to kill downed enemies or small animals. It also synergizes incredibly well with Freewielder, as a single weapon can then provide all the psyfocus needed for all the psycasters in the colony with some micromanagement. Melee hunting can be dangerous however - smaller, weaker animals are ideal to prevent injury to the wielder, but any animal works. Kill-focused plasmaswords may be better for this as being on fire will prevent the animal from attacking, however care should still be taken, especially with herd animals.
Kill-happy[edit]
ID: OnKill_ThoughtGood
+6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.The +6 mood it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. The max of +8 is equivalent to the warmth of a beer, attending a party, and having a wondrously impressive bedroom/rec room/dining room. The max mood bonus is also equivalent to a bloodlust pawn witnessing a kill. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity.
Kill-sorrow[edit]
ID: OnKill_ThoughtBad
Inflicts −3 <NAME>'s kill sorrow mood for 3 days when a kill is made with the weapon.[Other kills?]The −3 mood it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating fine meals. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where mood is generally not a problem. The max mood debuff of −4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. Bloodlust pawns will get a much larger positive mood from killing a pawn, and may be ideal wielders for kill-sorrow weapons.
Kill thirst[edit]
ID: NeedKill
The wielder must kill every 20 days or suffer a -4 mood debuff. The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity.
Psy-meditative[edit]
ID: PsyfocusMeditationBonus
+10% psyfocus per time meditatingThe effect of this trait is negligible. An entire day of meditating will provide a base of 50 percent psyfocus, but with the psy-meditative trait, you can increase the amount of psyfocus to 55 percent per day. But because a pawn generally meditates for only around 4 hours a day, 8 percent psyfocus is gained, and with psy-meditative, 9 percent psyfocus is gained. The extra one percent is almost useless.
Painless[edit]
ID: NoPain
A pawn wielding a persona weapon with the Painless trait will not feel pain. The pro of this is that the pawn will not go down, but the side effect of this is that the pawn will keep fighting until they die. It gives an effect similar to that of the painstopper.
Fast mover[edit]
ID: SpeedBoost
The Fast mover trait improves the Moving capacity of the wielder by +15% while the weapon is held.
Most obviously this improves the Move Speed stat, increasing a base-line healthy human move speed by 0.69 c/s - this is a significant increase in speed, a pawn affected by this trait wearing cumbersome marine armor is still faster than a naked Fast walker. This makes it a valuable effect for some forms of kiting, on pawns whose primary role involves walking - such as planters, and just in making almost every task slightly faster to complete. Additionally, given the melee nature of all current persona weapons, this reduces the time required to close on ranged enemies and, thus, also reduces the risk before their ranged attack is nullified.
However, the trait affects the capacity, rather than just the Move Speed stat like other gear, which means it also improves other dependent stats. Therefore, it also improves the Melee Dodge Chance of a pawn by the equivalent of almost +3 levels of the Melee skill - the exact significance of this varies based on the other factors of the stat, as detailed on that page, but for most pawns with some skill in Melee this results in an additional ~6% chance to dodge melee attacks. This is a significant decrease in incoming DPS, and given the melee power of persona weapons, it synergizes very well with them.
Technically, this also results in a +15% improvement to Hunting Stealth, meaning only 87% of the required skills are required for the same level of stealth, however, as Hunting Stealth only applies to ranged weapons, the persona weapon must be wielded for the effect to be applied, and there currently are no ranged persona weapons, it is impossible to actually benefit from this buff.
Overall, the fast mover trait is one of the better traits available, one that synergizes well with the weapon itself, and one that will likely benefit any wielder that takes up its host weapon. On the other hand, it also does not offer any truly unique advantages that cannot be obtained elsewhere, such as through traits or drugs. Thus, while it is a boon on any weapon acquired with it, it is not something that is likely to be specifically sought out.
Hunger pangs[edit]
ID: HungerMaker
The hunger pangs trait increases the Hunger Rate Factor of a bonded pawn by +50%, causing a regular pawn to get hungry 1.5x quicker than normal and increasing the Hunger Rate Factor of a Gourmand pawn from ×1.5 to ×2.0, a relative increase of 33%.
While a purely negative trait, persona weapons with this trait are still generally worth using. Persona weapons are almost always potent weapons and are usually acquired during the mid-to-late game, when food is not an issue.
This trait is not mutually exclusive with freewielder which prevents bonding, and only bonded wielders are affected by the increased hunger rate, thus when both traits are on the same weapon the penalty this trait creates is entirely negated.
Neural cooling[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Practical comparison with Eltex staff and general practicality of the rate increase needed.. |
ID: NeuralHeatRecoveryGain
+15% Neural Heat Recovery Rate, only applies while weapon is held.
Stat | Increase |
---|---|
Base Neural Heat Recovery Rate | +0.15/s |
Effective Neural Heat Recovery Rate | +0.244/s |
Freewielder[edit]
ID: NeverBond
Freewielder is arguably the best trait, tied with kill-focused, because it does not bond. When paired with kill-focused, however, you will get a weapon that instantly provides large amounts of psyfocus on demand. It is very good for non-combat psycasters, because those psycasts require large amounts of psyfocus. It is also useful because anyone can use the sword, unlike other persona weapons, which can only be given to other pawns by killing the previous host and become useless becomes permanently incapacitated without dying. It is incompatible with Jealous.
Jealous[edit]
ID: Jealous
This weapon gives a hefty −15 <NAME>'s jealousy mood penalty when a bonded pawn equips a weapon other than the persona weapon.
There is some utility to being able to swap between ranged and melee. That said, given the typical strength of persona weapons, and the relative rarity of pawns that are highly skilled with in both Melee and Shooting skills, it is rare that you both want to bond a persona weapon with this trait to a pawn but not have them use it in combat. So while it is a negative trait, it is often not particularly relevant. If the weapon does become outmoded after bonding, destroying the weapon may be a better option than tanking the mood penalty.
Note that unlike most psychically inflicted moodlets but like other persona traits, this is not scaled to the user's psychic sensitivity.
Version history[edit]
- Royalty DLC Release - Added as Bladelink Weapons.
- 1.1.2563 - Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game.
- 1.1.2647 - Persona weapons no longer damage relations with the Empire when used without the necessary titles. Previously, a title of Knight or Dame was required.
- 1.2.2719 - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).