Difference between revisions of "Barkskin dryad"
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{{Ideology}}{{infobox main|animal| | {{Ideology}}{{infobox main|animal| | ||
− | |page verified for version = 1.3.3066 | + | | page verified for version = 1.3.3066 |
− | |name = Barkskin | + | | name = Barkskin |
− | |image = Barkskin.png | + | | image = Barkskin.png |
− | |description = A dryad caste specialized in absorbing hits during combat. Barkskin dryads are covered by a thick bark-like hide which is partly formed by the Gauranlen tree itself. Under human influence, it can act as a damage-absorbing fighter.<br>In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes. | + | | description = A dryad caste specialized in absorbing hits during combat. Barkskin dryads are covered by a thick bark-like hide which is partly formed by the Gauranlen tree itself. Under human influence, it can act as a damage-absorbing fighter.<br>In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes. |
− | |type = Animal | + | | type = Animal |
− | |type2 = Dryad | + | | type2 = Dryad |
− | |movespeed = 3.2 | + | | movespeed = 3.2 |
− | |basemeatamount = 2 | + | | basemeatamount = 2 |
− | |baseleatheramount = 0 | + | | baseleatheramount = 0 |
− | |armorblunt = 40 | + | | armorblunt = 40 |
− | |armorsharp = 70 | + | | armorsharp = 70 |
− | |min comfortable temperature = -50 | + | | min comfortable temperature = -50 |
− | |max comfortable temperature = 50 | + | | max comfortable temperature = 50 |
− | |flammability = 0.7 | + | | flammability = 0.7 |
− | |bodysize = 0.65 | + | | bodysize = 0.65 |
− | |healthscale = 0.9 | + | | healthscale = 0.9 |
− | |diet = none | + | | diet = none |
− | |wildness = 0 | + | | wildness = 0 |
− | |petness = 0 | + | | petness = 0 |
− | |manhunter = 1 | + | | manhunter = 1 |
− | |trainable = intermediate | + | | trainable = intermediate |
− | |meatname = immature dryad meat | + | | meatname = immature dryad meat |
− | |lifespan = 80 | + | | lifespan = 80 |
− | |tradeTags = AnimalDryad | + | | tradeTags = AnimalDryad |
− | |attack1dmg = 8 | + | | attack1dmg = 8 |
− | |attack1type = Scratch | + | | attack1type = Scratch |
− | |attack1cool = 2 | + | | attack1cool = 2 |
− | |attack1part = front left paw | + | | attack1part = front left paw |
− | |attack1stun = 14 | + | | attack1stun = 14 |
− | |attack2dmg = 8 | + | | attack2dmg = 8 |
− | |attack2type = Scratch | + | | attack2type = Scratch |
− | |attack2cool = 2 | + | | attack2cool = 2 |
− | |attack2part = front right paw | + | | attack2part = front right paw |
− | |attack2stun = 14 | + | | attack2stun = 14 |
− | |attack3dmg = 9 | + | | attack3dmg = 9 |
− | |attack3type = Bite | + | | attack3type = Bite |
− | |attack3cool = 2 | + | | attack3cool = 2 |
− | |attack3part = teeth | + | | attack3part = teeth |
− | |attack3chancefactor = 0.9 | + | | attack3chancefactor = 0.9 |
− | |attack3stun = 14 | + | | attack3stun = 14 |
− | |attack4dmg = 4 | + | | attack4dmg = 4 |
− | |attack4type = Blunt | + | | attack4type = Blunt |
− | |attack4cool = 2 | + | | attack4cool = 2 |
− | |attack4part = head | + | | attack4part = head |
− | |attack4chancefactor = 0.2 | + | | attack4chancefactor = 0.2 |
}} | }} | ||
'''Barkskin''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. Slow but tough, the barkskin soaks hits for your other fighters. | '''Barkskin''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. Slow but tough, the barkskin soaks hits for your other fighters. | ||
− | ==Summary== | + | == Summary == |
− | + | {{Dryad Summary}} | |
=== Attacks === | === Attacks === | ||
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Compared to the more common [[grizzly bear]], barkskins have {{%|{{P|Health Scale}}/{{Q|Grizzly bear|Health Scale}} round 2}} as much raw health. Considering that even a standard steel knife has around 18% armor penetration, armor boosts this by much less than you'd expect. Against such mediocre weapons a barkskin can be expected to have about {{%|{{P|Health Scale}}/0.85/{{Q|Grizzly bear|Health Scale}} round 2}} as much health as the contemporary tank animal that is the grizzly, with this figure only getting worse against stronger foes and weapons. | Compared to the more common [[grizzly bear]], barkskins have {{%|{{P|Health Scale}}/{{Q|Grizzly bear|Health Scale}} round 2}} as much raw health. Considering that even a standard steel knife has around 18% armor penetration, armor boosts this by much less than you'd expect. Against such mediocre weapons a barkskin can be expected to have about {{%|{{P|Health Scale}}/0.85/{{Q|Grizzly bear|Health Scale}} round 2}} as much health as the contemporary tank animal that is the grizzly, with this figure only getting worse against stronger foes and weapons. | ||
− | ==Analysis== | + | == Analysis == |
Barkskins do one thing well: tank hits for your colonists. While your pawns fire from a distance, barkskins can face enemy attacks. Thanks to the unique properties of dryads, they can heal up permanent injuries in 3 days, and don't need immediate tending, making them very cheap blocking animals. Barkskins will also engage enemies in melee, which means that they won't be firing their gun. Friendly fire is a possibility, but barkskins are small (avoiding melee hits and having a 67% modifier to shooting accuracy), and they can be used as direct [[cover]]. | Barkskins do one thing well: tank hits for your colonists. While your pawns fire from a distance, barkskins can face enemy attacks. Thanks to the unique properties of dryads, they can heal up permanent injuries in 3 days, and don't need immediate tending, making them very cheap blocking animals. Barkskins will also engage enemies in melee, which means that they won't be firing their gun. Friendly fire is a possibility, but barkskins are small (avoiding melee hits and having a 67% modifier to shooting accuracy), and they can be used as direct [[cover]]. | ||
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{{Animal Health Table}} | {{Animal Health Table}} | ||
− | + | == Version history == | |
− | ==Version history== | ||
* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents. | * [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents. |
Revision as of 04:49, 29 November 2022
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Barkskin
A dryad caste specialized in absorbing hits during combat. Barkskin dryads are covered by a thick bark-like hide which is partly formed by the Gauranlen tree itself. Under human influence, it can act as a damage-absorbing fighter.
In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.
Base Stats
Armor
- Armor - Sharp
- 70%
- Armor - Blunt
- 40%
Pawn Stats
- Move Speed
- 3.2 c/s
- Health Scale
- 90% HP
- Body Size
- 0.65
- Mass - Baby
- 7.8 kg
- Mass - Juvenile
- 19.5 kg
- Mass - Adult
- 39 kg
- Carrying Capacity
- 49 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 80 years
- Manhunter Chance
- 100%
- Trainable Intelligence
- Intermediate
- Wildness
- 0%
- Comfortable Temp Range
- -50 °C – 50 °C (-58 °F – 122 °F)
Production
- Meat Yield
- 4 immature dryad meat
Melee Combat
- Attack 1
- Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.25
- tradeTags
- AnimalDryad
Barkskin are a caste of Dryads, a type of animal added by the Ideology DLC. Slow but tough, the barkskin soaks hits for your other fighters.
Summary
All dryads, including the barkskin dryad, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have 100% Toxic Resistance, rendering them immune to Toxic fallout and Toxic buildup. Dryads cannot die from blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.
Attacks
Barkskin dryads are fairly weak combatants. Even with their amazing armor, they are roughly on par with most dogs as individual fighters.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Scratch | 8 | 2.0 sec |
Bite | 9 | 2.0 sec |
Blunt | 4 | 2.0 sec |
Armor
Armor |
---|
Barkskins have similar armor to a thrumbo (with more Sharp armor), but they don't quite compare - dryads have a health scale of 0.9, similar to a human and over 8x less than a proper thrumbo. Compared to the more common grizzly bear, barkskins have 36% as much raw health. Considering that even a standard steel knife has around 18% armor penetration, armor boosts this by much less than you'd expect. Against such mediocre weapons a barkskin can be expected to have about 42% as much health as the contemporary tank animal that is the grizzly, with this figure only getting worse against stronger foes and weapons.
Analysis
Barkskins do one thing well: tank hits for your colonists. While your pawns fire from a distance, barkskins can face enemy attacks. Thanks to the unique properties of dryads, they can heal up permanent injuries in 3 days, and don't need immediate tending, making them very cheap blocking animals. Barkskins will also engage enemies in melee, which means that they won't be firing their gun. Friendly fire is a possibility, but barkskins are small (avoiding melee hits and having a 67% modifier to shooting accuracy), and they can be used as direct cover.
As far as blocking animals go, however, the biggest detriment of barkskins is that they lack advanced training and cannot be zoned to specific tiles; they can only be assigned to a handler and released to generally charge towards and attack an enemy. This significantly lessens their value for taking on infestations and other close-quarters combat situations where you want something to reliably stand between hostiles and your own colonists, like at a chokepoint. Mediocre DPS results in long fights and also means that your average barkskin takes a *lot* of damage before it can take out something hostile. While they can be great disposable distractions to buy time for the cavalry to arrive, barkskins are not primary colony defense material.
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Barkskins spawn fully trained in Guard and Attack and have no training decay.
Health
Version history
- Ideology DLC Release - Added.
- 1.3.3076 - Fix: Dryads are affected by disease incidents.
- 1.3.3101 - Blunt armor increased from 30% to 40%, sharp armor increased from 60% to 70%.