
All Game Items
RimWorld All Game Items Guide
This guide provides a comprehensive overview of all major items in RimWorld, categorized by function. Items are grouped into Weapons, Armor & Clothing, Consumables, Materials, Currencies, Collectibles, and Key Equipment. Each entry includes purpose, acquisition method, best use cases, and notable synergies or upgrades.
Table of Contents
- [Weapons](#weapons)
- [Armor & Clothing](#armor--clothing)
- [Consumables](#consumables)
- [Materials](#materials)
- [Currencies](#currencies)
- [Collectibles](#collectibles)
- [Key Equipment](#key-equipment)
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Weapons
Weapons are divided into Ranged and Melee categories. Quality (Awful to Legendary) significantly affects damage, accuracy, and cooldown.
Ranged Weapons
| Weapon | Damage | Range | Description | Acquisition | Best Use |
|---|---|---|---|---|---|
| Pistol (Autopistol) | 5 | 12 | Semi-automatic handgun. | Crafted (2 components, 20 steel), raiders, traders. | Early game backup, rapid fire vs unarmored. |
| Revolver | 11 | 18 | Slow but powerful revolver. | Raids, traders. | Mid-range, good against early raiders. |
| Machine Pistol | 7 | 16 | Burst-fire SMG. | Crafted (2 components, 25 steel), raiders, traders. | Crowd control, short range. |
| Shotgun (Pump) | 12 | 14 | Single target high damage. | Crafted (3 wood, 40 steel, 1 component), raiders. | Close quarters, tribal raids. |
| Assault Rifle | 12 | 29 | Full-auto long range. | Crafted (3 components, 40 steel), advanced technology. | All-purpose, best for mid-late game pawns with high shooting. |
| Sniper Rifle | 25 | 45 | Extremely long range, single shot. | Crafted (3 components, 40 steel, 1 plasteel). | Sniper duels, picking off dangerous enemies. |
| Charge Rifle | 18 | 31 | High-tech energy weapon, burst. | Crafted (2 components, 1 advanced component, 15 plasteel, 2 uranium). | Heavy armor penetration, mechanoid fights. |
| Minigun | 7 (x6) | 28 | Heavy, slow, enormous burst. | Crafted (3 components, 50 steel, 2 plasteel). | Suppression, large groups of unarmored. |
| Heavy SMG | 10 | 16 | Short range, high damage. | Industrial tech, raids. | Close combat, breach raids. |
#### Ammunition (if using Combat Extended mod) – Vanilla has no ammo system; all guns use generic "bullets" from crafted ammo nodes in base game? No, vanilla RimWorld does not have consumable ammo. Guns fire unlimted rounds. So ignore.
Melee Weapons
| Weapon | Damage | AP | Description | Acquisition | Best Use |
|---|---|---|---|---|---|
| Club | 15 | 0 | Primitive blunt weapon. | Crafted (20 wood). | Early unskilled pawns, pacifists. |
| Knife | 10 | 0.25 | Small stabbing weapon. | Crafted (10 steel). | Quick, low damage. |
| Shortsword | 13 | 0.25 | One-handed sword. | Crafted (15 steel). | Good for nimble melee pawns. |
| Longsword | 20 | 0.35 | Two-handed sword. | Crafted (30 steel, 1 component). | High damage vs humans. |
| Mace | 18 | 0.40 | Blunt weapon, good vs armor. | Crafted (35 steel, 1 component). | Melee tanks, countering armored enemies. |
| Spear | 18 | 0.30 | Reach, decent damage. | Crafted (30 steel). | Kiting, alpha strike. |
| Plasteel Longsword | 20 | 0.55 | Better AP, lighter. | Crafted (20 plasteel, 1 component). | Endgame melee, vs mechanoids. |
| Uranium Mace | 22 | 0.65 | Heavy blunt, high AP. | Crafted (20 uranium, 1 component). | Mechanoid slayer. |
| Zeushammer | 28 | 0.80 | Tech melee, EMP on hit. | Crafted (2 advanced components, 20 plasteel, 30 uranium). | Stuns mechs, ultimate blunt. |
| Monosword | 25 | 0.90 | Ultra-tech blade, ignores armor. | Quest reward, Archotech structure. | Best melee vs anything. |
| Persona Weapons | Varies | Varies | Sentient weapons with traits (e.g., kill fury, psychic sensitivity). | Quests, ancient ruins. | Specialized benefits, but can cause mental breaks. |
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Armor & Clothing
Armor reduces damage taken. Clothing can be made from various materials (leather, cloth, hyperweave) affecting stats.
Basic Clothing
- Tribalwear: 0.05 sharp/heat, 0 blunt. Apparel: shirt/pants. Material: cloth or leather. Primitive.
- Button-down Shirt + Pants: 0.10 sharp/heat, 0.10 blunt. Industrial. Can be made from cloth or hyperweave.
- Duster: 0.25 sharp/heat, 0.25 blunt. Outer layer, good for temperature.
- Tinfoil Hat: Psychic sensitivity -50%, doesn't count as apparel for armor. Useful against psychic assaults.
- Flak Vest: 0.50 sharp, 0.60 heat, 0.40 blunt. Crafted with 60 steel + 2 components. Essential for combat pawns.
- Plate Armor: Full body (chest, arms, legs). 0.75 sharp, 0.75 heat, 0.70 blunt. Heavy, slows pawn. Crafted with 150 steel, 8 components. Good for dedicated tanks.
- Marine Armor: High-tech, 0.90 sharp, 0.80 heat, 0.70 blunt. +30% movement? Actually +0.05 move speed penalty. Crafted with 80 plasteel, 4 advanced components, 10 uranium. Mid-late game.
- Recon Armor: Lighter marine, 0.80 sharp, 0.70 blunt, 0.70 heat. Crafted with 40 plasteel, 3 advanced components, 5 uranium. Good mobility.
- Cataphract Armor: Best non-archotech, 1.30 sharp, 1.30 heat, 1.20 blunt. Very heavy. Crafted with 160 plasteel, 8 advanced components, 40 uranium. Endgame.
- Locust Armor: Recon variant with jump pack. Crafted with 50 plasteel, 4 advanced components, 10 uranium. Allows short-range teleport.
- Phoenix Armor: Cataphract variant with heat immunity. Crafted with 200 plasteel, 10 advanced components, 50 uranium. For firefights.
- Steel Broadhelm: 0.70 sharp, 0.50 blunt. Basic. Crafted 40 steel.
- Flak Helmet: 0.80 sharp, 0.60 blunt. Crafted 60 steel, 1 component.
- Marine Helmet: 0.90 sharp, 0.70 blunt. Crafted 20 plasteel, 1 advanced component, 5 uranium.
- Cataphract Helmet: 1.30 sharp, 1.10 blunt. Crafted 40 plasteel, 2 advanced components, 10 uranium.
- Wooden Shield: +0.05 melee dodge chance. Crafted 40 wood.
- Metal Shield: +0.10 melee dodge chance. Crafted 80 steel.
- Hyperweave: Best for clothing – high sharp/heat resistance, lightweight. Obtained from traders, crafting (requires advanced tech).
- Thrumbofur: Good armor and cold insulation, from thrumbos.
- Devilstrand: Excellent sharp/heat resistance, slow growth plant.
- Plasteel: Used in high-end armor, very strong.
- Uranium: Heavy, good blunt resist, used in advanced armor.
- Simple Meal: 0.85 nutrition, +0 mood. Crafted from any raw food.
- Fine Meal: 0.90 nutrition, +5 mood. Crafted from 2 different food types (e.g., meat + vegetables).
- Lavish Meal: 0.92 nutrition, +12 mood. Crafted from 3 food types, requires high cooking skill.
- Packaged Survival Meal: 0.85 nutrition, no mood. Non-perishable. From traders, raids.
- Raw Food: Berries, rice, meat, etc. Consumed raw gives mood penalty.
- Beer: +15 mood, -5% consciousness. Brewed from hops. Use for recreation, social fights.
- Wine: +15 mood, -5% consciousness. Brewed from grapes. Similar to beer.
- Psychite Tea: +10 mood, +5% movement, +5% consciousness. Brewed from psychoid leaves. Addictive.
- Coffee: +12 work speed, +10% movement. Brewed from coffee beans. No addiction.
- Herbal Medicine: 0.50 potency. Grows wild or planted. Use for minor injuries.
- Medicine (Industrial): 1.00 potency. Crafted from neutroamine + cloth. Standard for surgeries.
- Glitterworld Medicine: 1.50 potency. Rare, from traders or quests. Best for vital surgeries.
- Luciferium: Permanent, addicting drug. +10% manipulation, +10% blood pumping, +10% moving, can regenerate lost digits? Actually heals scars over time. Causes psychosis if not fed every 6 days. One stack lasts ~30 days.
- Healroot: Raw plant used in herbal medicine crafting. Grown.
- Neutroamine: Rare component for industrial meds. From traders.
- Malari-Block: Prevents malaria.
- Penoxycyline: Prevents the plague? Actually prevents multiple diseases: malaria, plague, sleeping sickness. Administered weekly.
- Go-juice: +50% movement, +50% melee damage, -10% pain. Addictive, crash after.
- Wake-up: +20% consciousness, +10% manipulation. Negates sleep need temporarily. Addictive.
- Yayo: +15% workspeed, -10% pain. Mildly addictive.
- Flake: +15% workspeed, -20% pain, -5% consciousness. Cheap, addictive.
- Component: Basic building block for electronics, weapons, workbenches. Crafted from 2 steel? Actually requires machining (component per 60 steel).
- Advanced Component: Used in high-tech items. Crafted from 3 components, 1 gold, 1 steel after research.
- Chemfuel: Fuel for generators, vehicles (mod). Distilled from organic matter or mined.
- Steel: Most used material. Mined from compacted steel.
- Plasteel: Rare, shiny metal. Mined or deep drill. Used in high-end.
- Uranium: Heavy, radioactive. Mined. Used for armor, weapons.
- Gold: Used for advanced components, art. Mined low but valuable.
- Silver: Currency (see below).
Armor Vests
Helmets
Shields (Tribal)
Material Effects
Combat Pawn Loadout: Flak vest + Duster (devilstrand or hyperweave) + Marine Helmet. For endgame: Cataphract armor + helmet.
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Consumables
Food & Drink
Medicine
Drugs (Recreational & Complicated)
Components & Crafting Consumables
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Materials
RimWorld has many raw and refined materials. Key ones:
| Material | Source | Uses | Notes |
|---|---|---|---|
| Wood | Trees | Construction, furniture, fuel (burner generators), traps. | Renewable, but creates risk of fire. |
| Steel | Compacted steel, scrap, deep drilling. | Most buildings, weapons, armor, structures. | Primary structural material. |
| Plasteel | Deep drilling, trading, ship chunks. | High-end armor, weapons, prosthetics. | Very strong, hard to acquire. |
| Uranium | Deep drilling, some traders. | Advanced armor, maces, wastepacks. | Heavy, high blunt defense. |
| Gold | Mining, deep drilling, traders. | Advanced components, art, sculptures, bribery. | High trade value, low structural use. |
| Silver | Mining, traders, quests. | Currency (see below), some recipes (marble?). | Standard currency. |
| Jade | Mining, deep drilling, traders. | Art, floors, walls (beauty). | Decorative, no structural strength. |
| Marble | Quarries, deep drilling. | Sculptures, floors. | High beauty, low HP. |
| Granite | Quarries. | Walls, traps. | Highest HP stone. |
| Limestone | Quarries. | Walls, floors. | Good HP, available. |
| Sandstone | Quarries. | Walls, floors. | Easiest to cut. |
| Slate | Quarries. | Walls, floors. | Low HP, beautiful. |
| Cloth | Cotton plant. | Clothing, bedrolls, research. | Renewable. |
| Devilstrand | Devilstrand mushroom. | High-end clothing. | Takes long to grow. |
| Hyperweave | Trader, dismantling clothing. | Excellent clothing. | Lightweight, high resist. |
| Thrumbofur | Thrumbo hunting or taming. | Warm clothing, high armor. | Rare, huge animals. |
| Synthread | Crafting at drug lab? Actually not craftable; from traders. | Mid-range clothing material. | Good middle ground. |
| Leather (various) | Butchering animals. | Clothing, shoes, furniture covering. | Different types confer armor/temperature. |
Currencies
- Silver: Primary currency. Used to buy items from traders. Can be minted as coins, but default is ingots. Found in mining, rewards.
- Gold: Secondary currency. High trade value (1 gold = 5 silver at base). Used for advanced components, bribes (royalty).
- Uranium: Not a currency but valuable for trade.
- Plasteel: Extremely valuable, often used as barter.
- Neutroamine: Rare, used as trade item for exotic goods.
- Advance Components themselves are valuable.
- Artifacts (Archonexus): From the Archonexus quest chain: Artifact pieces, Neuroformer, etc.
- Persona Core: Used to unlock AI persona in ship structure. Found in ancient dangers or quests.
- Psychic Reader / Psy-Emitting Device: From Royalty DLC; allow pawns to use psycasts.
- Eltex Staff / Helmet / Necklace: Psychically attuned items that boost psycasting. Crafted from components or quest rewards.
- Aurora Tablets: ? Actually, the artifacts from scattered ruins: Technology prints, etc.
- Gold and Jade Sculptures with high quality: Art pieces that boost beauty and impress traders.
- Royalty Titles and Related Items: Bionic eyes, Honorific tokens, etc. but not physical collectibles.
- Ship Computer Core / AI Persona Core: Required to build ship.
- Cargo Pods with Food or Random Items: Can contain rare books? Not really.
- Modded Collectibles: Not covered; vanilla only.
Traders have limited silver; high-value items may require multiple trades or selling goods in exchange.
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Collectibles
Collectibles are unique or rare items with special significance, often from quests or events.
In vanilla, there are no "collectible" cards or albums. The closest are items required for specific quests, like the Glimmerworld medicine or unusual artifacts from ancient dangers (e.g., a golden statue).
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Key Equipment
Workbenches, power generators, and critical structures.
Production Stations
| Station | Requirement | Function |
|---|---|---|
| Electric Smelter | Research: Electric Smelting | Smelt slag to steel. |
| Electric Tailoring Bench | Research: Electricity | Craft clothing, armor. |
| Machining Table | Research: Machining | Craft components, weapons, armor. |
| Fabrication Bench | Research: Fabrication | Craft advanced components, bionics, high-end gear. |
| Drug Lab | Research: Drug Production | Craft drugs. |
| Hi-Tech Research Bench | Research: Hi-Tech Research | Faster research, needed for advanced tech. |
| Brewery | Research: Brewing | Make beer, wine. |
| Biofuel Refinery | Research: Biofuel | Convert organic matter to chemfuel. |
| Deep Drill | Research: Deep Drilling | Mine deep resources. |
| Ground Penetrating Scanner | Research: Deep Drilling | Locate deep resources. |
| Long Range Mineral Scanner | Research: Mining | Find surface deposits on map. |
Power Generation
| Generator | Output | Fuel | Notes |
|---|---|---|---|
| Solar Panel | 1700W (day) | Sun | Needs battery for night. |
| Wind Turbine | 0-2300W avg 900W | Wind | Unreliable, blocks space. |
| Wood-Fired Generator | 1000W | Wood | Constant, needs refueling. |
| Chemfuel Generator | 1000W | Chemfuel | Can be automated with biofuel. |
| Geothermal Generator | 3600W | Geothermal vent | High output, requires research, one per vent. |
| Water Mill Generator | 600-2400W | Moving water | Variable, map-specific. |
| Tokamac Reactor? Actually Nuclear Reactor is mod. Vanilla base power ends at geothermal + chemfuel. |
Storage & Temperature
- Freezer (Cooler): Preserves food._