Difference between revisions of "Body Parts"
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+ | {{Stub|reason=Part efficiency, other body types etc}} | ||
+ | {{Rewrite|reason= Majority of this page seems redundant with the table now, and this page gets so little traffic that it's rarely updated. Consider overhaul. retain mechanics}} | ||
+ | {{imagemargin|[[File:bodypart_preview.png|right]]|30px}}'''Body parts''' are - as the name would obviously imply - the parts of an organic or [[Mechanoid|autonomous]] [[Pawn|creature]]. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs and [[bionics]]. | ||
+ | Given the procedural and random generation of individuals in ''RimWorld'', some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with. | ||
+ | |||
+ | Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage. | ||
{{TOCright}} | {{TOCright}} | ||
− | |||
==Body Part Groups== | ==Body Part Groups== | ||
− | Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as | + | Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Shoulder). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group. |
− | {{:Table of Human Body Part Groups}} | + | <div><ul><li style="display: inline-table;"> |
+ | {{:Table of Human Body Part Groups}}</li></ul></div> | ||
==Body Parts (Summary)== | ==Body Parts (Summary)== | ||
Being biological creatures, humans have a lot of body parts that work together to make them tick. | Being biological creatures, humans have a lot of body parts that work together to make them tick. | ||
− | + | *Brain injuries instantly scar and never heal.<ref name="instantScarring">Please see ''BodyParts_General.xml''. The chance is set to 9999999.</ref> | |
− | *Brain injuries instantly scar and never heal.<ref name="instantScarring"> | + | <div class="mw-collapsible"><ul><li style="display: inline-table;"> |
− | + | {{:Table of Human Body Parts}}</li></ul></div> | |
− | {{:Table of Human Body Parts}} | ||
− | |||
− | < | ||
==Body Parts (Detailed)== | ==Body Parts (Detailed)== | ||
− | + | This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information. Damaged body part causes pain, destroyed parts do not. Damage to a body part associated to a capacity will lower said capacity proportional to the HP lost and the importance of the part in question. For example, 1 HP lost on the left lung of an otherwise healthy human pawn will reduce breathing by 3.4%.<br/> | |
− | + | For ease of navigation, each part is grouped into the groups '''Head''', '''Torso''', '''Arms''', '''Legs'''. | |
+ | ::<big> '''Head related parts'''</big> | ||
+ | <div style="column-count:3; width:900px;"> | ||
===Head=== | ===Head=== | ||
− | |||
*Lethal if destroyed/removed. | *Lethal if destroyed/removed. | ||
− | Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live | + | Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain (via the skull). |
− | + | ====Skull==== | |
+ | Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.<br/> | ||
+ | Can be extracted by pawns with the [[Ideoligion#Skullspike|Skullspike: Desired]]{{IdeologyIcon}} precept to create a [[Skull]] item. | ||
− | |||
− | |||
− | |||
− | |||
=====Brain===== | =====Brain===== | ||
− | |||
*Lethal if destroyed/removed. | *Lethal if destroyed/removed. | ||
− | + | Source of [[#Consciousness|consciousness]] of the pawn, which in turn affects [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]]. | |
+ | |||
====Eyes==== | ====Eyes==== | ||
− | |||
Includes : | Includes : | ||
*Right Eye | *Right Eye | ||
*Left Eye | *Left Eye | ||
− | Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be | + | Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be [[scar]]red when damaged. A destroyed or lost eye causes a pawn to be considered [[disfigured]].<br/> |
+ | |||
====Ears==== | ====Ears==== | ||
− | |||
Includes : | Includes : | ||
*Right Ear | *Right Ear | ||
*Left Ear | *Left Ear | ||
− | Ears are required for [[#Hearing|hearing]] | + | Ears are required for [[#Hearing|hearing]]. A destroyed or lost ear causes a pawn to be considered [[disfigured]].<br/> |
+ | Loud noises like gunshots do not inflict pain or damage on the ears. | ||
− | |||
====Nose==== | ====Nose==== | ||
− | + | No in-game function. A destroyed or lost nose causes a pawn to be considered [[disfigured]].<br/> | |
− | + | It can be replaced with an [[aesthetic nose]] with the [[Royalty DLC]]{{RoyaltyIcon}} or restored with a [[Healer mech serum]]. | |
+ | |||
+ | ====Tongue==== | ||
+ | Required for [[Talking|talking]] and important for [[Eating|eating]]. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a [[bionic tongue]]. A destroyed or lost tongue causes a pawn to be considered [[disfigured]]. | ||
====Jaw==== | ====Jaw==== | ||
− | + | Required for [[Talking|talking]] and important for [[Eating|eating]]. A destroyed or lost jaw causes a pawn to be considered [[disfigured]] due to losing the attacked Tongue.<br/> | |
− | Required for [[ | + | Missing Jaws can be replaced with a [[Bionic jaw]], but this won't remove the disfigured social penalty. |
+ | </div> | ||
+ | ::<big> '''Torso related parts'''</big> | ||
+ | <div style="column-count:3; width:900px;"> | ||
===Torso=== | ===Torso=== | ||
− | |||
*Core Part | *Core Part | ||
*Lethal if destroyed | *Lethal if destroyed | ||
− | The torso is the core part of a colonist. It is | + | The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else. |
====Neck==== | ====Neck==== | ||
− | |||
*Lethal if destroyed/removed. | *Lethal if destroyed/removed. | ||
− | + | It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
====Spine==== | ====Spine==== | ||
− | + | Required for [[#Moving|moving]]. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a [[bionic spine]] or repaired with [[healer mech serum]] or [[luciferium]]. | |
− | |||
====Pelvis==== | ====Pelvis==== | ||
− | + | Required for [[#Moving|moving]]. Indestructible by damage, but will cause pain until healed. | |
− | |||
====Sternum==== | ====Sternum==== | ||
− | + | Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage, but will cause pain until healed. | |
− | Front part of the [[#Rib|rib cage]]. | ||
− | ==== | + | ====Ribcage==== |
− | + | The ribcage cannot be destroyed by damage, but will cause pain until healed. | |
− | |||
− | |||
− | |||
====Lung==== | ====Lung==== | ||
− | |||
Includes : | Includes : | ||
*Right Lung | *Right Lung | ||
Line 110: | Line 101: | ||
*Lethal if both lungs lost. | *Lethal if both lungs lost. | ||
− | + | Required for [[#Breathing|breathe]]. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave and exotic goods traders occasionally have organs for sale. | |
+ | |||
+ | ==== Stomach ==== | ||
+ | Stomachs affect a pawn's [[Digestion]], which in turn affects {{#ask: [[Digestion Importance::+]]}}. A pawn can survive losing a stomach. [[Gut worms]] can infect the stomach and increase hunger and pain. | ||
− | ==== | + | ==== Liver ==== |
− | * | + | *Lethal if lost. |
− | + | Source of a pawn's [[Digestion]]. Livers can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale. | |
====Heart==== | ====Heart==== | ||
− | * | + | *Lethal if lost. |
− | + | Source of a pawn's [[Blood Pumping]]. Hearts can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale. | |
− | |||
− | |||
====Kidney==== | ====Kidney==== | ||
− | |||
Includes : | Includes : | ||
*Right Kidney | *Right Kidney | ||
*Left Kidney | *Left Kidney | ||
*Lethal if both lost | *Lethal if both lost | ||
− | Kidneys are required for [[#Blood Filtration|blood filtration]] | + | Kidneys are required for [[#Blood Filtration|blood filtration]]. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave and exotic goods traders occasionally have these organs for sale. |
+ | </div> | ||
+ | |||
+ | ::<big>'''Arm related parts'''</big> | ||
+ | <div style="column-count:3; width:900px;"> | ||
+ | ===Shoulder=== | ||
+ | Includes : | ||
+ | *Right Shoulder | ||
+ | *Left Shoulder | ||
+ | Linked to [[Manipulation]]. In humans, each shoulder has an arm and clavicle subparts.<br/> | ||
+ | Despite its name, all '''arm''' replacements are installed on the shoulder. | ||
+ | |||
+ | ====Clavicle==== | ||
+ | Includes : | ||
+ | *Right Clavicle | ||
+ | *Left Clavicle | ||
+ | Linked to [[Manipulation]]. Indestructible by damage. It never scars.<br/> | ||
+ | All '''arm''' replacements remove this part. | ||
===Arm=== | ===Arm=== | ||
− | |||
Includes : | Includes : | ||
*Right Arm | *Right Arm | ||
*Left Arm | *Left Arm | ||
− | + | Linked to [[Manipulation]]. In humans, each arm has a humerus, radius, and hand subpart.<br/> | |
+ | All '''arm''' replacements remove this part. | ||
====Humerus==== | ====Humerus==== | ||
− | |||
Includes : | Includes : | ||
*Right Humerus | *Right Humerus | ||
*Left Humerus | *Left Humerus | ||
− | Upper bones of the arm. | + | Upper bones of the arm. Linked to [[Manipulation]]. It never scars.<br/> |
+ | Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis. | ||
====Radius==== | ====Radius==== | ||
− | |||
Includes : | Includes : | ||
*Right Radius | *Right Radius | ||
*Left Radius | *Left Radius | ||
− | Forearm bones | + | Forearm bones. Linked to [[Manipulation]]. It never scars.<br/> |
+ | Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis. | ||
====Hand==== | ====Hand==== | ||
− | |||
Includes : | Includes : | ||
*Right Hand | *Right Hand | ||
*Left Hand | *Left Hand | ||
− | + | Linked to [[Manipulation]]. Each hand contains 5 fingers.<br/> | |
+ | If lost, it can be replaced by a [[Wooden hand]], [[power claw]], or [[Field hand]] {{RoyaltyIcon}}. Alternatively, replacing the whole arm will also restore function to the limb. | ||
+ | |||
=====Fingers===== | =====Fingers===== | ||
− | |||
Includes : | Includes : | ||
*Right Thumb | *Right Thumb | ||
Line 172: | Line 180: | ||
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice). | Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice). | ||
− | Losing a finger will cause the colonist to lose | + | Losing a finger will cause the colonist to lose 5% manipulation. |
+ | </div> | ||
+ | |||
+ | ::<big>'''Leg related parts:'''</big> | ||
+ | <div style="column-count:3; width:900px;"> | ||
===Leg=== | ===Leg=== | ||
− | |||
Includes : | Includes : | ||
*Right Leg | *Right Leg | ||
*Left Leg | *Left Leg | ||
− | + | Linked to [[moving]]. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.<br/> | |
+ | Any leg replacement will also replace all subparts. | ||
====Tibia==== | ====Tibia==== | ||
− | |||
Includes : | Includes : | ||
*Right Tibia | *Right Tibia | ||
*Left Tibia | *Left Tibia | ||
− | Lower leg bone (aka shinbone), | + | Lower leg bone (aka shinbone), linked to [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone. It never scars. |
+ | |||
====Femur==== | ====Femur==== | ||
− | |||
Includes : | Includes : | ||
*Right Femur | *Right Femur | ||
*Left Femur | *Left Femur | ||
− | Upper leg bone between hip and knee, | + | Upper leg bone between hip and knee, linked to [[moving]] capacity. When shattered, results in a complete loss of function of the leg containing the bone. It never scars. |
====Foot==== | ====Foot==== | ||
− | |||
Includes : | Includes : | ||
*Right Foot | *Right Foot | ||
*Left Foot | *Left Foot | ||
− | Humans have two feet, needed for [[moving]]. | + | Humans have two feet, needed for [[moving]]. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes. |
=====Toes===== | =====Toes===== | ||
− | |||
Includes : | Includes : | ||
*Right Little Toe | *Right Little Toe | ||
Line 215: | Line 224: | ||
*Left Second Toe | *Left Second Toe | ||
*Left Big Toe | *Left Big Toe | ||
− | + | Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount. | |
− | Losing a toe will cause a colonist to lose 4% of its moving capacity. | + | Losing a toe will cause a colonist to lose 4% of its moving capacity. |
+ | </div> | ||
</noinclude> | </noinclude> | ||
== Replacements == | == Replacements == | ||
− | As there are many ways to | + | As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crafting/acquiring, but most importantly in how effective the replacement part will be. |
=== Part Efficiency === | === Part Efficiency === | ||
− | A un-injured, naturally grown body part has | + | A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%. |
+ | |||
+ | Replacement parts come in rough tech levels, which have a part efficiency range. Parts of higher tech levels tend to have higher part efficiency than those of the previous ones. A word of warning: installation of any replacement body part count as an operation (that can be botched) and requires anesthetics. | ||
+ | |||
+ | <div style="column-count:3; width:900px;"> | ||
− | + | === Harvested Parts === | |
+ | As RimWorld has no concept of body part rejection or the difficulty of transplants, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic. | ||
− | |||
− | |||
− | + | Only [[lung]]s,[[kidney]]s, [[liver]], and [[heart]] organs are available for harvesting; the [[stomach]] is available only if a non-natural replacement is installed. These can be obtained via the harvesting operation or by replacing a healthy organ with some replacement. Amputations never yield body-parts. Both the "donor" and the colony as a whole may receive negative [[Mood]] for a harvesting operation. The precept [[Ideoligion#Organ use|Organ use]]{{IdeologyIcon}} can remove the colony mood penalty of set to '''Acceptable'''. There is no voluntary donation mechanic. | |
− | |||
− | |||
− | + | Traders sidestep any mood effects for acquiring body parts, unless the precept [[Ideoligion#Organ use|Organ use]]{{IdeologyIcon}} is set to '''No harvest or sell'''/'''Totally abhorrent'''. | |
+ | <br/><br/><br/> | ||
− | === | + | === Tribal parts === |
− | + | These are the first and least efficient replacements available, requiring no research to unlock. Part efficiency varies from 60-80%, and include:<br/> | |
+ | :[[Denture]], [[Wooden hand]], [[Peg leg]], [[Wooden foot]] | ||
− | + | === Prostheses === | |
+ | Prosthetic body parts are roughly equivalent to early 21st century prostheses. They require {{Icon Small|steel}} Steel and {{Icon Small|component}} Components to build. They can be built on a Machining Table after the [[Research#Prosthetics|Prosthetic research]] is complete. | ||
− | + | Part efficiency varies from 50-85% and include:<br/> | |
+ | :[[Cochlear implant]], [[Prosthetic arm]], [[Prosthetic leg]], [[Prosthetic heart]] | ||
=== Bionics === | === Bionics === | ||
− | Bionics are | + | Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and [[Research#Bionics|Bionics research]], and are generally crafted at a Fabrication bench. The '''detoxifier''' organs introduced by the [[Biotech DLC]]{{BiotechIcon}} also belong to this level, and require the [[Research#Toxin filtration|Toxin filtration research]]{{BiotechIcon}}. |
− | They | + | They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:<br/> |
+ | :[[Bionic arm]], [[Bionic ear]], [[Bionic eye]], [[Bionic heart]], [[Bionic jaw]], [[Bionic leg]], [[Bionic spine]], [[Bionic stomach]], [[Bionic tongue]], [[Detoxifier kidney]]{{BiotechIcon}}, [[Detoxifier lung]]{{BiotechIcon}} | ||
=== Specialized Bionics === | === Specialized Bionics === | ||
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects. | These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects. | ||
− | Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time. | + | Many of these are tied to the [[Royalty DLC]]{{RoyaltyIcon}}, but a few have been available in the base game for a long time. |
=== Archotech === | === Archotech === | ||
− | + | Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. These are a direct upgrade to bionic parts, and can only be acquired through trade or quests. There are only 3 members of this tech level:<br/> | |
+ | :[[Archotech arm]], [[Archotech eye]], [[Archotech leg]] | ||
+ | |||
+ | </div> | ||
=== List of body parts === | === List of body parts === | ||
− | {{nav/ | + | :The following is a list with all body parts, artificial or otherwise, present in the game. Some act as replacements of the original limb/organ while others attach to it instead: |
+ | {{nav|body parts|wide}} | ||
+ | |||
+ | == Mechanoids == | ||
+ | ===Differences to biologicals=== | ||
+ | Mechanoids work differently from biological creatures: they do not bleed, scar, or heal on their own. Adtionally, many parts are renamed or changed: | ||
+ | |||
+ | ====Renamed parts==== | ||
+ | <div style="column-count:3; width:900px;"> | ||
+ | '''Heart''' | ||
+ | *Renamed to Reactor | ||
+ | *Blood pumping renamed to Power Generation | ||
+ | |||
+ | '''Brain''' | ||
+ | *Renamed to Artificial Brain | ||
+ | *Consciousness renamed to Data Processing | ||
+ | |||
+ | '''Torso''' | ||
+ | *Renamed to Thorax | ||
+ | |||
+ | |||
+ | '''Kidneys''' | ||
+ | *Renamed to Fluid Reprocessors | ||
+ | *No longer labeled as left and right, as they do not always occur in pairs | ||
+ | *Blood Filtration renamed to Fluid Reprocessing | ||
+ | |||
+ | |||
+ | |||
+ | '''Eyes''' | ||
+ | *Renamed to Sight Sensor | ||
+ | |||
+ | |||
+ | '''Ears''' | ||
+ | *Renamed to Hearing Sensor | ||
+ | |||
+ | |||
+ | '''Nose''' | ||
+ | *Renamed to Chemical Analyzer | ||
+ | |||
+ | '''Neck''' | ||
+ | *Responsible for speaking, instead of the tongue, which mechanoids lack. | ||
+ | |||
+ | </div> | ||
+ | |||
+ | <div style="column-count:2; width:900px;"> | ||
+ | ====Missing parts==== | ||
+ | *Mechanoids lack bones, liver, stomach, jaw, and tongue. | ||
+ | |||
+ | |||
+ | ====Bulb turret==== | ||
+ | *The bulb turret is a body part found on various types of mechanoid. It functions as an autonomous turret that can fire while the mechanoid is moving, and is used in addition to their main weapon. | ||
+ | </div> | ||
+ | |||
+ | ===Types of Mechanoid Bodies=== | ||
+ | There are 13 body types available to mechanoids. See each type for details. | ||
+ | |||
+ | ====MechanicalCentipede==== | ||
+ | <div><ul class="mw-collapsible mw-collapsed" data-collapsetext="Hide MechanicalCentipede" data-expandtext="MechanicalCentipede"> | ||
+ | <li>{{Animal Health Table|MechanicalCentipede|notCollapsible=1}}</li> | ||
+ | </ul></div> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed" data-collapsetext="Hide MechanicalCentipede" data-expandtext="Lancer"> | ||
+ | * (Includes Tesseron and Legionary) | ||
+ | <li>{{Animal Health Table|Lancer|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Pikeman" data-expandtext="Pikeman"> | ||
+ | <li>{{Animal Health Table|Pikeman|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Scyther" data-expandtext="Scyther"> | ||
+ | <li>{{Animal Health Table|Scyther|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide MechanicalTermite" data-expandtext="MechanicalTermite"> | ||
+ | <li>{{Animal Health Table|MechanicalTermite|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Light" data-expandtext="Mech_Light"> | ||
+ | <li>{{Animal Health Table|Mech_Light|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Agrihand" data-expandtext="Mech_Agrihand"> | ||
+ | <li>{{Animal Health Table|Mech_Agrihand|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Scorcher" data-expandtext="Scorcher"> | ||
+ | <li>{{Animal Health Table|Scorcher|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Apocriton" data-expandtext="Apocriton"> | ||
+ | <li>{{Animal Health Table|Apocriton|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Tunneler" data-expandtext="Mech_Tunneler"> | ||
+ | <li>{{Animal Health Table|Mech_Tunneler|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Diabolus" data-expandtext="Mech_Diabolus"> | ||
+ | <li>{{Animal Health Table|Mech_Diabolus|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Centurion" data-expandtext="Mech_Centurion"> | ||
+ | <li>{{Animal Health Table|Mech_Centurion|notCollapsible=1}}</li> | ||
+ | </ul> | ||
+ | |||
+ | <div><ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Warqueen" data-expandtext="Mech_Warqueen"> | ||
+ | <li>{{Animal Health Table|Mech_Warqueen|notCollapsible=1}}</li> | ||
+ | </ul></div> | ||
+ | |||
+ | == Version history == | ||
+ | * [[Version/0.6.532|0.6.532]] - Body parts system added. | ||
+ | * [[Version/0.7.581|0.7.581]] - Organ harvesting, transplanting and prosthetics | ||
+ | * Beta 19/ 1.0 - Combined ribs into rib cage | ||
+ | * 1.1 - Stomach is no longer a vital organ. | ||
− | + | [[Category:Health]] [[Category:Medical Item|#Body Parts]] | |
− |
Latest revision as of 01:13, 25 September 2024
|
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Part efficiency, other body types etc. |
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Body parts are - as the name would obviously imply - the parts of an organic or autonomous creature. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs and bionics.
Given the procedural and random generation of individuals in RimWorld, some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with.
Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage.
Body Part Groups[edit]
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Shoulder). Armor and Clothing cover and protect all the body parts in that specific group.
-
Body Part Group Name Contents Torso clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck UpperHead head, skull, brain, ears FullHead head, skull, brain, eyes, ears, nose, jaw Shoulders shoulders Arms arms, hands, humeri, radii Hands hands, fingers. LeftHand left hand, left hand fingers RightHand right hand, right hand fingers Legs legs, feet, femurs, tibiae Feet feet, toes
Body Parts (Summary)[edit]
Being biological creatures, humans have a lot of body parts that work together to make them tick.
- Brain injuries instantly scar and never heal.[1]
-
Part Name Health Quantity Coverage[2] Target Chance[3] Subpart of Internal Group[4] Capacity[5] Effect if Destroyed/Removed Torso 40 1 100% 15% N/A[6] Torso - Death Neck 25 1 7.5% 1.5% Torso Neck Eating
Talking
BreathingDeath Head 25 1 80% 1.74% Neck UpperHead
FullHead
HeadAttackTool[7]- Death Skull 25 1 18% 0.216% Head UpperHead
Eyes
FullHead- Cannot be destroyed
Increasing Pain based on damage.Brain 10 1 80% 0.864% Skull UpperHead
Eyes
FullHeadConsciousness Death
Damage always results in scarring.Eye 10 2 7.0% 0.42% Head FullHead
EyesSight −25% Sight. −100% if both lof both lost.
−15 Disfigured Social penalty
Damage always results in scarring
0% Hit Chance against Blunt damage.Ear 12 2 7.0% 0.42% Head UpperHead
FullHeadHearing −25% Hearing. −100% if both lost.
−15 Disfigured Social penaltyNose 10 1 10% 0.6% Head FullHead - −15 Disfigured Social penalty Jaw 20 1 15% 0.8991% Head Teeth
FullHead
MouthEating
Talking−100% Talking and −90% Eating
−15 Disfigured Social penalty
Can no longer use Teeth attack.[8]Tongue 10[9] 1 0.1% 0.0009% Jaw FullHead Talking −100% Talking and −50% Eating
−15 Disfigured Social penaltyWaist[10] 10[9] 1 0% 0% Torso Waist - N/A Spine 25 1 2.5% 2.5% Torso Torso Moving ×0 Moving[11] Ribcage 30 1 3.6% 3.6% Torso Torso Breathing Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.Sternum 20 1 1.5% 1.5% Torso Torso Breathing Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.Stomach 20 1 2.5% 2.5% Torso Torso Digestion −50% Digestion Heart 15 1 2.0% 2.0% Torso Torso Blood Pumping Death Lung 15 2 2.5% 2.5% Torso Torso Breathing −50% Breathing. Death if both lost Kidney 15 2 1.7% 1.7% Torso Torso Blood Filtration −50% Blood Filtration. Death if both lost Liver 20 1 2.5% 2.5% Torso Torso Digestion Death Shoulder 30 2 12% 1.68% Torso Shoulders Manipulation −50% Manipulation.
−100% if both lostClavicle 25 2 9.0% 1.08% Shoulder Torso Manipulation Cannot be destroyed
Up to −48% Manipulation.
Increasing Pain based on damage.Arm 30 2 77% 6.0984% Shoulder Arms Manipulation −50% Manipulation. −100% if both lost Humerus 25 2 10% 0.924% Arm Arms Manipulation −50% Manipulation. −100% if both lost Radius 20 2 10% 0.924% Arm Arms Manipulation −50% Manipulation. −100% if both lost Hand 20 2 14% 0.827904% Arm Hands Manipulation −50% Manipulation. −100% if both lost
Can no longer use Fist attack[12]Pinky 8 2 6.0% 0.077616% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Ring Finger 8 2 7.0% 0.090552% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Middle Finger 8 2 8.0% 0.103488% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Index Finger 8 2 7.0% 0.090552% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Thumb 8 2 8.0% 0.103488% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Pelvis 25 1 2.5% 2.5% Torso Torso Moving Cannot be destroyed
Up to −96% Moving.
Increasing Pain based on damage.Leg 30 2 14% 9.8% Torso Legs Moving −50% Moving. −100% if both lost Femur 25 2 10% 1.4% Leg Legs Moving −50% Moving. −100% if both lost Tibia 25 2 10% 1.4% Leg Legs Moving −50% Moving. −100% if both lost Foot 25 2 10% 0.854% Leg Feet Moving −50% Moving. −100% if both lost Little Toe 8 2 6.0% 0.084% Foot Feet Moving −4% Moving. −8% if both lost Fourth Toe 8 2 7.0% 0.098% Foot Feet Moving −4% Moving. −8% if both lost Middle Toe 8 2 8.0% 0.112% Foot Feet Moving −4% Moving. −8% if both lost Second Toe 8 2 9.0% 0.126% Foot Feet Moving −4% Moving. −8% if both lost Big Toe 8 2 9.0% 0.126% Foot Feet Moving −4% Moving. −8% if both lost - ↑ Please see BodyParts_General.xml. The chance is set to 9999999.
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ What apparel coverage covers this body part.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
- ↑ A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
- ↑ 9.0 9.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
- ↑ Called "Utility Slot" in game.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 13.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.
Body Parts (Detailed)[edit]
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information. Damaged body part causes pain, destroyed parts do not. Damage to a body part associated to a capacity will lower said capacity proportional to the HP lost and the importance of the part in question. For example, 1 HP lost on the left lung of an otherwise healthy human pawn will reduce breathing by 3.4%.
For ease of navigation, each part is grouped into the groups Head, Torso, Arms, Legs.
- Head related parts
Head[edit]
- Lethal if destroyed/removed.
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain (via the skull).
Skull[edit]
Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.
Can be extracted by pawns with the Skullspike: Desired precept to create a Skull item.
Brain[edit]
- Lethal if destroyed/removed.
Source of consciousness of the pawn, which in turn affects sight processing, hearing processing, moving, and working.
Eyes[edit]
Includes :
- Right Eye
- Left Eye
Eyes are required for seeing. Eyes have a high chance to be scarred when damaged. A destroyed or lost eye causes a pawn to be considered disfigured.
Ears[edit]
Includes :
- Right Ear
- Left Ear
Ears are required for hearing. A destroyed or lost ear causes a pawn to be considered disfigured.
Loud noises like gunshots do not inflict pain or damage on the ears.
Nose[edit]
No in-game function. A destroyed or lost nose causes a pawn to be considered disfigured.
It can be replaced with an aesthetic nose with the Royalty DLC or restored with a Healer mech serum.
Tongue[edit]
Required for talking and important for eating. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a bionic tongue. A destroyed or lost tongue causes a pawn to be considered disfigured.
Jaw[edit]
Required for talking and important for eating. A destroyed or lost jaw causes a pawn to be considered disfigured due to losing the attacked Tongue.
Missing Jaws can be replaced with a Bionic jaw, but this won't remove the disfigured social penalty.
- Torso related parts
Torso[edit]
- Core Part
- Lethal if destroyed
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.
Neck[edit]
- Lethal if destroyed/removed.
It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the brain from the core part, the torso.
Spine[edit]
Required for moving. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a bionic spine or repaired with healer mech serum or luciferium.
Pelvis[edit]
Required for moving. Indestructible by damage, but will cause pain until healed.
Sternum[edit]
Front part of the rib cage. The sternum cannot be destroyed by damage, but will cause pain until healed.
Ribcage[edit]
The ribcage cannot be destroyed by damage, but will cause pain until healed.
Lung[edit]
Includes :
- Right Lung
- Left Lung
- Lethal if both lungs lost.
Required for breathe. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave and exotic goods traders occasionally have organs for sale.
Stomach[edit]
Stomachs affect a pawn's Digestion, which in turn affects Rest Rate Multiplier. A pawn can survive losing a stomach. Gut worms can infect the stomach and increase hunger and pain.
Liver[edit]
- Lethal if lost.
Source of a pawn's Digestion. Livers can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.
Heart[edit]
- Lethal if lost.
Source of a pawn's Blood Pumping. Hearts can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.
Kidney[edit]
Includes :
- Right Kidney
- Left Kidney
- Lethal if both lost
Kidneys are required for blood filtration. A loss of blood filtration efficiency also results in drastically reduced disease resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave and exotic goods traders occasionally have these organs for sale.
- Arm related parts
Shoulder[edit]
Includes :
- Right Shoulder
- Left Shoulder
Linked to Manipulation. In humans, each shoulder has an arm and clavicle subparts.
Despite its name, all arm replacements are installed on the shoulder.
Clavicle[edit]
Includes :
- Right Clavicle
- Left Clavicle
Linked to Manipulation. Indestructible by damage. It never scars.
All arm replacements remove this part.
Arm[edit]
Includes :
- Right Arm
- Left Arm
Linked to Manipulation. In humans, each arm has a humerus, radius, and hand subpart.
All arm replacements remove this part.
Humerus[edit]
Includes :
- Right Humerus
- Left Humerus
Upper bones of the arm. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
Radius[edit]
Includes :
- Right Radius
- Left Radius
Forearm bones. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
Hand[edit]
Includes :
- Right Hand
- Left Hand
Linked to Manipulation. Each hand contains 5 fingers.
If lost, it can be replaced by a Wooden hand, power claw, or Field hand . Alternatively, replacing the whole arm will also restore function to the limb.
Fingers[edit]
Includes :
- Right Thumb
- Right Index Finger
- Right Middle Finger
- Right Ring Finger
- Right Pinky
- Left Thumb
- Left Index Finger
- Left Middle Finger
- Left Ring Finger
- Left Pinky
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).
Losing a finger will cause the colonist to lose 5% manipulation.
- Leg related parts:
Leg[edit]
Includes :
- Right Leg
- Left Leg
Linked to moving. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.
Any leg replacement will also replace all subparts.
Tibia[edit]
Includes :
- Right Tibia
- Left Tibia
Lower leg bone (aka shinbone), linked to moving. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.
Femur[edit]
Includes :
- Right Femur
- Left Femur
Upper leg bone between hip and knee, linked to moving capacity. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.
Foot[edit]
Includes :
- Right Foot
- Left Foot
Humans have two feet, needed for moving. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes.
Toes[edit]
Includes :
- Right Little Toe
- Right Fourth Toe
- Right Middle Toe
- Right Second Toe
- Right Big Toe
- Left Little Toe
- Left Fourth Toe
- Left Middle Toe
- Left Second Toe
- Left Big Toe
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's moving capacity by a small amount.
Losing a toe will cause a colonist to lose 4% of its moving capacity.
Replacements[edit]
As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crafting/acquiring, but most importantly in how effective the replacement part will be.
Part Efficiency[edit]
A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%.
Replacement parts come in rough tech levels, which have a part efficiency range. Parts of higher tech levels tend to have higher part efficiency than those of the previous ones. A word of warning: installation of any replacement body part count as an operation (that can be botched) and requires anesthetics.
Harvested Parts[edit]
As RimWorld has no concept of body part rejection or the difficulty of transplants, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.
Only lungs,kidneys, liver, and heart organs are available for harvesting; the stomach is available only if a non-natural replacement is installed. These can be obtained via the harvesting operation or by replacing a healthy organ with some replacement. Amputations never yield body-parts. Both the "donor" and the colony as a whole may receive negative Mood for a harvesting operation. The precept Organ use can remove the colony mood penalty of set to Acceptable. There is no voluntary donation mechanic.
Traders sidestep any mood effects for acquiring body parts, unless the precept Organ use is set to No harvest or sell/Totally abhorrent.
Tribal parts[edit]
These are the first and least efficient replacements available, requiring no research to unlock. Part efficiency varies from 60-80%, and include:
Prostheses[edit]
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They require Steel and Components to build. They can be built on a Machining Table after the Prosthetic research is complete.
Part efficiency varies from 50-85% and include:
Bionics[edit]
Bionics are cybernetics as they are found in Science Fiction. Bionics require Plasteel, Advanced Components and Bionics research, and are generally crafted at a Fabrication bench. The detoxifier organs introduced by the Biotech DLC also belong to this level, and require the Toxin filtration research.
They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:
- Bionic arm, Bionic ear, Bionic eye, Bionic heart, Bionic jaw, Bionic leg, Bionic spine, Bionic stomach, Bionic tongue, Detoxifier kidney, Detoxifier lung
Specialized Bionics[edit]
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.
Many of these are tied to the Royalty DLC, but a few have been available in the base game for a long time.
Archotech[edit]
Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. These are a direct upgrade to bionic parts, and can only be acquired through trade or quests. There are only 3 members of this tech level:
List of body parts[edit]
- The following is a list with all body parts, artificial or otherwise, present in the game. Some act as replacements of the original limb/organ while others attach to it instead:
Mechanoids[edit]
Differences to biologicals[edit]
Mechanoids work differently from biological creatures: they do not bleed, scar, or heal on their own. Adtionally, many parts are renamed or changed:
Renamed parts[edit]
Heart
- Renamed to Reactor
- Blood pumping renamed to Power Generation
Brain
- Renamed to Artificial Brain
- Consciousness renamed to Data Processing
Torso
- Renamed to Thorax
Kidneys
- Renamed to Fluid Reprocessors
- No longer labeled as left and right, as they do not always occur in pairs
- Blood Filtration renamed to Fluid Reprocessing
Eyes
- Renamed to Sight Sensor
Ears
- Renamed to Hearing Sensor
Nose
- Renamed to Chemical Analyzer
Neck
- Responsible for speaking, instead of the tongue, which mechanoids lack.
Missing parts[edit]
- Mechanoids lack bones, liver, stomach, jaw, and tongue.
Bulb turret[edit]
- The bulb turret is a body part found on various types of mechanoid. It functions as an autonomous turret that can fire while the mechanoid is moving, and is used in addition to their main weapon.
Types of Mechanoid Bodies[edit]
There are 13 body types available to mechanoids. See each type for details.
MechanicalCentipede[edit]
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 45 1 100% 14% N/A[4] Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryHead 30 1 15% 8.3% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 5% 0.75% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.2% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1.2% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1.2% Head - Will never take permanent injury. Second body ring 40 1 71% 11% First body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.6% Second body ring Power Generation Death.
Will never take permanent injury.Third body ring 35 1 80% 11% Second body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 2.80% Third body ring Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injuryFourth body ring 30 1 75% 12% Third body ring Moving
Manipulation−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 6% 2.60% Fourth body ring Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injuryFifth body ring 25 1 66% 14% Fourth body ring Moving
Manipulation−16.6% Moving
−16.6% Manipulation
Will never take permanent injurySixth body ring 20 1 50% 14% Fifth body ring Moving
Manipulation−16.6% Moving
−16.6% Manipulation
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- (Includes Tesseron and Legionary)
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 2% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Mechanical Shoulder 25 2 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 2 85% 12% Mechanical Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryHand 20 2 20% 1.2% Arm Manipulation −50% Manipulation.
Will never take permanent injuryFinger 7 8 15% 0.43% Hand Manipulation −10% Manipulation.
Will never take permanent injuryLeg 30 2 20% 20% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 4% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1.6% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.4% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.48% Head - Will never take permanent injury Leg 30 4 18% 9% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 9% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 2% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Mechanical Shoulder 25 2 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 2 85% 7.2% Mechanical Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryBlade 20 2 30% 4.3% Arm - Will never take permanent injury Hand 20 2 20% 1.2% Arm Manipulation −50% Manipulation.
Will never take permanent injuryFinger 7 8 15% 0.43% Hand Manipulation −10% Manipulation.
Will never take permanent injuryLeg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 50 1 100% 14% N/A[4] Moving
ManipulationDeath
−33.3% Moving
−33.3% Manipulation
Will never take permanent injuryHead 30 1 15% 8.3% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 5% 0.75% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.2% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1.2% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1.2% Head - Will never take permanent injury. Second body ring 40 1 71% 11% First body ring Moving
ManipulationDeath
−33.3% Moving
−33.3% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.6% Second body ring Power Generation Death.
Will never take permanent injury.Third body ring 35 1 80% 54% Second body ring Moving
ManipulationDeath
−33.3% Moving
−33.3% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 2.8% Third body ring Fluid Reprocessing Death
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 40% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 4.6% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 1 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 1 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Leg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 1 4% 4% Thorax Fluid Reprocessing Death
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 23% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 4.6% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 1 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 1 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Shoulder 25 1 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 1 85% 10% Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryBlade 20 1 30% 4.3% Arm - Will never take permanent injury Leg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 1 4% 4% Thorax Fluid Reprocessing Death
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 4% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1.6% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.4% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.48% Head - Will never take permanent injury Leg 30 4 18% 9% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 9% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 4% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1.6% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.4% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.48% Head - Will never take permanent injury Leg 30 4 18% 9% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 9% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 2% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Shoulder 25 2 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 2 85% 12% Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryPower Claw 40 2 20% 2.9% Arm - Will never take permanent injury Leg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 55 1 100% 10% N/A[4] Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryHead 30 1 10% 3.4% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 10% 1% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.3% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1% Head - Will never take permanent injury. Bulb turret 40 1 5% 5% First body ring - Will never take permanent injury. Second body ring 55 1 75% 3.7% First body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.8% Second body ring Power Generation Death.
Will never take permanent injury.Hypercapacitor 50 2 10% 7.5% Second body ring - Will never take permanent injury. Third body ring 50 1 70% 16% Second body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFourth body ring 45 1 70% 15% Third body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFifth body ring 40 1 60% 11% Fourth body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injurySixth body ring 35 1 50% 10% Fifth body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 0.55% Sixth body ring Fluid Reprocessing Death
Will never take permanent injury- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 7% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.8% Head - Will never take permanent injury Leg 30 4 18% 16% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 8% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injuryBulb turret 40 1 5% 5% Thorax - Will never take permanent injury. - ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 55 1 100% 10% N/A[4] Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryHead 30 1 10% 3.4% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 10% 1% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.3% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1% Head - Will never take permanent injury. Bulb turret 40 1 5% 5% First body ring - Will never take permanent injury. Second body ring 55 1 75% 11% First body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.8% Second body ring Power Generation Death.
Will never take permanent injury.Third body ring 50 1 80% 18% Second body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryFourth body ring 45 1 70% 17% Third body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryFifth body ring 40 1 60% 11% Fourth body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 1.3% Fifth body ring Fluid Reprocessing Death
Will never take permanent injuryForming sack 200 1 50% 13% Fifth body ring - Will never take permanent injury - ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.