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===Combat potential===
 
===Combat potential===
Only Barkskin and Clawer dryads are capable of offensive combat. Either dryad can follow their tree's connected pawn into battle like a trained [[animal]]. Dryads have special advantages over normal animals: they can't die of blood loss (so don't need to be tended to immediately), can heal otherwise permanent injuries in 3 days, and do not contribute towards colony wealth (making raids smaller). However, they can't be brought away from colony normally via [[caravan]] or pod launchers. Other dryads (domestic or wild/unconnected) will attack when provoked, but have poor combat statistics. All dryads are small in size, and will be hit far less frequently.
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Only Barkskin and Clawer dryads are capable of combat. Either dryad can follow their tree's connected pawn into battle, much like a trained [[animal]]. Dryads have special advantages over normal animals: they can't die of blood loss (so don't need to be tended to immediately), can heal otherwise permanent injuries in 3 days, and do not contribute towards colony wealth (making raids smaller). However, they can't be brought off the colony normally, unable to leave via [[caravan]] or pod launchers.
  
Dryads are good at fulfilling their role of supporting colonists and other pawns in combat:
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As individual fighters, dryads perform rather poorly in combat. However, they are good at doing their role, supporting colonists and other pawns in combat:
*Barkskin dryads boast high defense, with similar armor to a [[thrumbo]] (70% sharp, 40% blunt). They can take roughly 3-4 shots from most firearms. With 3.16 DPS, they are fairly weak at damage, but their armor and aforementioned healing make them useful. With such high armor, these dryads are good at distracting enemies while your colonists fire from afar. Alone, they are roughly equal to [[dog]]s in combat.
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*Barkskin dryads boast high defense, with similar armor to a [[thrumbo]] (70% sharp, 40% blunt), but with around 9x less health. They can take roughly 3-4 shots from most firearms. With 3.16 DPS, they are fairly weak, but their armor and aforementioned healing make them useful. With such high armor, these dryads are good at distracting enemies while your colonists fire from afar. Alone, they are roughly equal to [[dog]]s in combat.
*Clawers have a great DPS, out-damaging [[scyther]]s and [[thrumbo]]s, and their first attack will stun for a short duration. The opposite of barkskins, clawers have poor durability. This makes them strong when combined with other melee attackers (including other clawers), in a cramped hallway, or when facing a small number of powerful enemies like centipedes or thrumbos. Alone, they are typically capable of beating gun-wielding human pawns.
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*Clawers have a great DPS, out-damaging [[scyther]]s and [[thrumbo]]s, and their first attack will stun for a short duration. The opposite of barkskins, clawers have poor durability. This makes them strong when combined with other melee attackers (including other clawers), in a cramped hallway, or when facing a small number of powerful enemies like centipedes or thrumbos. Alone, they are typically capable beating gun-wielding human pawns.
  
Conclusion: Even though they require a large amount of a pawn's time, dryads don't need food or training. With strong healing and immunity to blood loss, players may find them easier to keep than other pets. If they die, the tree-connected pawn only receives a -2 [[mood]] debuff, and a new dryad can take their place in 5-12 days.
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Conclusion: Even though they require a large amount of a pawn's time, dryads don't need food or training. With strong healing and immunity to blood loss, players may find them easier to keep than other pets. If they die, the tree-connected pawn only receives a -2 [[mood]] debuff, and a new dryad can take their place in 12 days.
  
 
== Pawns ==
 
== Pawns ==

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