Difference between revisions of "Human"

From RimWorld Wiki
Jump to navigation Jump to search
Line 25: Line 25:
 
}}</onlyinclude>
 
}}</onlyinclude>
  
Humans are the standard race of RimWorld. They make up your colony's [[Colonist|colonists]], and the enemy [[Raider|raiders]] you struggle against.
+
Humans are the standard [[Colonist|colonists]] race, enemies ([[Raider|raiders]]) can be both the same specie or artificial.
  
==Biology==
+
== Biology ==
 
<includeonly>
 
<includeonly>
 
''Main Article: [[Humans#Biology)|Human Biology]]''
 
''Main Article: [[Humans#Biology)|Human Biology]]''
Line 33: Line 33:
 
The humans of RimWorld are, for the most part, identical to real world ones.
 
The humans of RimWorld are, for the most part, identical to real world ones.
  
===Diet===
+
=== Diet ===
 
<includeonly>
 
<includeonly>
 
''Main Article: [[Humans#Diet)|Human Diet]]''
 
''Main Article: [[Humans#Diet)|Human Diet]]''
Line 41: Line 41:
 
Most humans absolutely despise the thought of cannibalism, and it usually provided them with a very bad [[Thoughts|thought]]. [[Traits|Some humans]] don't mind, though, and some others even enjoy it.
 
Most humans absolutely despise the thought of cannibalism, and it usually provided them with a very bad [[Thoughts|thought]]. [[Traits|Some humans]] don't mind, though, and some others even enjoy it.
  
===Combat===
+
=== Combat ===
 
<includeonly>
 
<includeonly>
 
''Main Article: [[Humans#Combat)|Human Combat]]''
 
''Main Article: [[Humans#Combat)|Human Combat]]''
Line 55: Line 55:
 
|}
 
|}
  
===Body Part Groups===
+
=== Body Part Groups ===
  
 
Each bodypart is part of a bodypartgroup. [[Armor]] and [[Clothing]] can go over one or more of these bodypartgroups, but they can't go over individual bodyparts.
 
Each bodypart is part of a bodypartgroup. [[Armor]] and [[Clothing]] can go over one or more of these bodypartgroups, but they can't go over individual bodyparts.
Line 61: Line 61:
 
{{:Table of Human Body Part Groups}}
 
{{:Table of Human Body Part Groups}}
  
===Body Parts (Summary)===
+
=== Body Parts (Summary) ===
 
<includeonly>
 
<includeonly>
 
''Main Article: [[Humans#Body Parts (Summary)|Human Body Parts (Summary)]]''
 
''Main Article: [[Humans#Body Parts (Summary)|Human Body Parts (Summary)]]''
Line 73: Line 73:
 
<noinclude>
 
<noinclude>
  
===Body Parts (Detailed)===
+
=== Body Parts (Detailed) ===
 
{{rewrite}}
 
{{rewrite}}
 
All the body parts are listed below in more detail. This includes some things to note, some quirks or special things about body parts, and the full names/descriptions of body parts that have multiples of them in the same body (eg. right lung and left lung).
 
All the body parts are listed below in more detail. This includes some things to note, some quirks or special things about body parts, and the full names/descriptions of body parts that have multiples of them in the same body (eg. right lung and left lung).
  
 
{{collapse|
 
{{collapse|
====Head====
+
==== Head ====
 
*Health: 30
 
*Health: 30
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
Line 85: Line 85:
 
While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[M-16|M-16]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]]<ref name="instantScar">[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]</ref>, and a sufficient scar may render a colonist unconscious forever.
 
While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[M-16|M-16]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]]<ref name="instantScar">[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]</ref>, and a sufficient scar may render a colonist unconscious forever.
  
=====Skull=====
+
===== Skull =====
 
*Health: 30
 
*Health: 30
 
*Lethal if shattered.
 
*Lethal if shattered.
 
Container of the brain. It's worth noting that an injury cannot hit the skull without hitting the brain as well. Lethal if lost, since it holds the brain (again, you need the brain to live, not technically the skull).
 
Container of the brain. It's worth noting that an injury cannot hit the skull without hitting the brain as well. Lethal if lost, since it holds the brain (again, you need the brain to live, not technically the skull).
  
======Brain======
+
====== Brain ======
 
*Health: 10
 
*Health: 10
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
 
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].
 
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].
  
=====Eyes=====
+
===== Eyes =====
 
*Health: 10
 
*Health: 10
 
Includes :
 
Includes :
Line 102: Line 102:
 
Eyes are required for [[#Sight|seeing]]. They do not heal when injured, and always scar. Lost or damaged eyes can be surgically replaced with bionic eyes, though they are rather expensive.
 
Eyes are required for [[#Sight|seeing]]. They do not heal when injured, and always scar. Lost or damaged eyes can be surgically replaced with bionic eyes, though they are rather expensive.
  
=====Ears=====
+
===== Ears =====
 
*Health: 10
 
*Health: 10
 
Includes :
 
Includes :
Line 111: Line 111:
 
Currently, loud noises like gunshots do not inflict pain or damage on the ears.
 
Currently, loud noises like gunshots do not inflict pain or damage on the ears.
  
=====Nose=====
+
===== Nose =====
 
*Health: 10
 
*Health: 10
 
{{v|{{:Version}}}} Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury.
 
{{v|{{:Version}}}} Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury.
  
=====Jaw=====
+
===== Jaw =====
 
*Health: 20
 
*Health: 20
 
Required for [[#Eating|eating]], colonists are left unable to eat if they lose their jaw. Lost or damaged jaws can be surgically replaced with dentures.
 
Required for [[#Eating|eating]], colonists are left unable to eat if they lose their jaw. Lost or damaged jaws can be surgically replaced with dentures.
  
====Torso====
+
==== Torso ====
 
*Health: 40
 
*Health: 40
 
*Core Part
 
*Core Part
Line 125: Line 125:
 
The torso is the [[core part]] of a colonist. It is a 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.
 
The torso is the [[core part]] of a colonist. It is a 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 =====
 
*Health: 30
 
*Health: 30
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
 
Technically part of the torso, it connects the head to the torso. {{v|{{:Version}}}} Neck damage doesn't seem to make colonists bleed out very fast, unlike real life. Loss of the neck results in death, due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].
 
Technically part of the torso, it connects the head to the torso. {{v|{{:Version}}}} Neck damage doesn't seem to make colonists bleed out very fast, unlike real life. Loss of the neck results in death, due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].
  
=====Clavicle=====
+
===== Clavicle =====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
Line 137: Line 137:
 
The clavicles are the bones between the [[#Neck|neck]] and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to [[#Working|work]]. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.
 
The clavicles are the bones between the [[#Neck|neck]] and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to [[#Working|work]]. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.
  
=====Spine=====
+
===== Spine =====
 
*Health: 35
 
*Health: 35
 
Colonists need their spine for [[#Moving|moving]] and [[#Working|working]]. Shattering the spine results in complete paralysis, presumably below the neck. {{v|{{:Version}}}} There is no way to restore functionality to a colonist whose spine is broken, forcing them to be bed-bound for the rest of their life.
 
Colonists need their spine for [[#Moving|moving]] and [[#Working|working]]. Shattering the spine results in complete paralysis, presumably below the neck. {{v|{{:Version}}}} There is no way to restore functionality to a colonist whose spine is broken, forcing them to be bed-bound for the rest of their life.
  
=====Pelvis=====
+
===== Pelvis =====
 
*Health: 25
 
*Health: 25
 
The pelvis is critical for [[#Moving|moving]], and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. {{v|{{:Version}}}} There is currently no way to repair or replace a shattered pelvis.
 
The pelvis is critical for [[#Moving|moving]], and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. {{v|{{:Version}}}} There is currently no way to repair or replace a shattered pelvis.
  
=====Sternum=====
+
===== Sternum =====
 
*Health: 25
 
*Health: 25
 
Front part of the [[#Rib|rib cage]]. {{v|{{:Version}}}} Like ribs, it currently only causes [[pain]] if destroyed.
 
Front part of the [[#Rib|rib cage]]. {{v|{{:Version}}}} Like ribs, it currently only causes [[pain]] if destroyed.
  
=====Rib=====
+
===== Rib =====
 
*Health: 15
 
*Health: 15
 
Includes :
 
Includes :
Line 155: Line 155:
 
Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. {{v|{{:Version}}}} As of currently, loss of a rib only results in [[pain]].
 
Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. {{v|{{:Version}}}} As of currently, loss of a rib only results in [[pain]].
  
=====Lung=====
+
===== Lung =====
 
*Health: 20
 
*Health: 20
 
Includes :
 
Includes :
Line 164: Line 164:
 
Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung, {{v|{{:Version}}}} though, their health bar will permanently be displayed as '50%', since they're half way to death with the loss of a single lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when destroyed, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave traders occasionally have organs for sale.
 
Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung, {{v|{{:Version}}}} though, their health bar will permanently be displayed as '50%', since they're half way to death with the loss of a single lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when destroyed, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave traders occasionally have organs for sale.
  
=====Stomach=====
+
===== Stomach =====
 
*Health: 30
 
*Health: 30
 
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. {{v|{{:Version}}}} A colonist without a stomach can still eat, though very slowly.
 
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. {{v|{{:Version}}}} A colonist without a stomach can still eat, though very slowly.
  
=====Heart=====
+
===== Heart =====
 
*Health: 20
 
*Health: 20
 
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
 
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
Line 174: Line 174:
 
Worth noting that, like the brain, the heart ''always'' scars<ref name="instantScar" />, and never heals naturally. This is less severe than a brain scar, which could put [[Colonist|colonists]] and other characters into a permanent coma, but still a very serious injury.  Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.
 
Worth noting that, like the brain, the heart ''always'' scars<ref name="instantScar" />, and never heals naturally. This is less severe than a brain scar, which could put [[Colonist|colonists]] and other characters into a permanent coma, but still a very serious injury.  Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.
  
=====Kidney=====
+
===== Kidney =====
 
*Health: 20
 
*Health: 20
 
Includes :
 
Includes :
Line 182: Line 182:
 
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[Disease|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 traders occasionally have these organs for sale.
 
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[Disease|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 traders occasionally have these organs for sale.
  
====Arm====
+
==== Arm ====
 
*Health: 30
 
*Health: 30
 
Includes :
 
Includes :
Line 189: Line 189:
 
Arms are required for [[#Working|working]], and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple prosthetic or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb.
 
Arms are required for [[#Working|working]], and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple prosthetic or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb.
  
=====Humerus=====
+
===== Humerus =====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
Line 196: Line 196:
 
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do [[#Working|work]]. Definitely not funny.
 
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do [[#Working|work]]. Definitely not funny.
  
=====Radius=====
+
===== Radius =====
 
*Health: 20
 
*Health: 20
 
Includes :
 
Includes :
Line 203: Line 203:
 
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the appropriate arm if shattered.
 
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the appropriate arm if shattered.
  
=====Hand=====
+
===== Hand =====
 
*Health: 20
 
*Health: 20
 
Includes :
 
Includes :
Line 210: Line 210:
 
Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated [[Mechanoid|Scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat.
 
Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated [[Mechanoid|Scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat.
  
======Fingers======
+
====== Fingers ======
 
*Health: 7
 
*Health: 7
 
Includes :
 
Includes :
Line 225: Line 225:
 
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|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|working]] (though it's usually so small it's difficult to notice).
  
====Leg====
+
==== Leg ====
 
*Health: 30
 
*Health: 30
 
Includes :
 
Includes :
Line 232: Line 232:
 
Every colonist has two legs, but the destruction of either one removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a simple prosthetic or a more expensive bionic leg. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional.
 
Every colonist has two legs, but the destruction of either one removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a simple prosthetic or a more expensive bionic leg. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional.
  
=====Tibia=====
+
===== Tibia =====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
Line 239: Line 239:
 
Upper leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone.
 
Upper leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone.
  
=====Femur=====
+
===== Femur =====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
Line 246: Line 246:
 
Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered.
 
Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered.
  
=====Foot=====
+
===== Foot =====
 
*Health: 20
 
*Health: 20
 
Includes :
 
Includes :
Line 253: Line 253:
 
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes.
 
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes.
  
======Toes======
+
====== Toes ======
 
*Health: 7
 
*Health: 7
 
Includes :
 
Includes :

Revision as of 02:08, 13 July 2017

Human

"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."

Base Stats

Type
HumanCharacters
Market Value
1750 Silver
Mass
70 kg

Pawn Stats

Move Speed
4.61 c/s
Body Size
1
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Filth Rate
1
Diet
omnivorous
Life Expectancy
80 years
"+" can not be assigned to a declared number type with value 18.
Maturity Age
Expression error: Unexpected round operator. years Expression error: Unexpected < operator.

Production

Meat Yield
140 Human meat Human meat
Leather Yield
40 Human leather human leather

Melee Combat

Attack 1
Left hand
6 dmg (Blunt)
9 % AP
110 second cooldown
Attack 2
Right hand
6 dmg (Blunt)
9 % AP
110 second cooldown
Average DPS
0.03

Humans are the standard colonists race, enemies (raiders) can be both the same specie or artificial.

Biology

The humans of RimWorld are, for the most part, identical to real world ones.

Diet

Humans are omnivores. On Rimworld, their usual food supply consists of meat from butchered animals, and either foraging for food from wild fruit-bearing plants or by cultivating and growing plants.

Most humans absolutely despise the thought of cannibalism, and it usually provided them with a very bad thought. Some humans don't mind, though, and some others even enjoy it.

Combat

Humans are typically equipped with various weapons, but are equipped with the ability to fight things with their own two hands if need be.

Melee Attacks Damage Amount
Bruise 5

Body Part Groups

Each bodypart is part of a bodypartgroup. Armor and Clothing can go over one or more of these bodypartgroups, but they can't go over individual bodyparts.


  • 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)

    Being biological creatures, humans have a lot of body parts that work together to make them tick.

    Special Notes:

    • Brain injuries, heart, and eye injuries are always permanent and will never heal.
    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Group[3] Capacity[4] Effect if Destroyed/Removed
    Torso 40 1 100% 15% N/A[5] Ex.png Torso - Death
    Neck 25 1 7.5% 1.5% Torso Ex.png Neck Eating
    Talking
    Breathing
    Death
    Head 25 1 80% 1.74% Neck Ex.png UpperHead
    FullHead
    HeadAttackTool[6]
    - Death
    Skull 25 1 18% 0.216% Head Check.png UpperHead
    Eyes
    FullHead
    - Cannot be destroyed
    Increasing Pain based on damage.
    Brain 10 1 80% 0.864% Skull Ex.png UpperHead
    Eyes
    FullHead
    Consciousness
    Death
    Damage always results in scarring.
    Eye 10 2 7.0% 0.42% Head Ex.png FullHead
    Eyes
    Sight
    −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 Ex.png UpperHead
    FullHead
    Hearing
    −25% Hearing. −100% if both lost.
    −15 Disfigured Social penalty
    Nose 10 1 10% 0.6% Head Ex.png FullHead - −15 Disfigured Social penalty
    Jaw 20 1 15% 0.8991% Head Ex.png Teeth
    FullHead
    Mouth
    Eating
    Talking
    −100% Talking and −90% Eating
    −15 Disfigured Social penalty
    Can no longer use Teeth attack.[7]
    Tongue 10[8] 1 0.1% 0.0009% Jaw Check.png FullHead Talking −100% Talking and −50% Eating
    −15 Disfigured Social penalty
    Waist[9] 10[8] 1 0% 0% Torso Ex.png Waist - N/A
    Spine 25 1 2.5% 2.5% Torso Check.png Torso Moving
    ×0 Moving[10]
    Ribcage 30 1 3.6% 3.6% Torso Check.png Torso Breathing
    Cannot be destroyed
    Up to −48% Breathing.
    Increasing Pain based on damage.
    Sternum 20 1 1.5% 1.5% Torso Check.png Torso Breathing
    Cannot be destroyed
    Up to −48% Breathing.
    Increasing Pain based on damage.
    Stomach 20 1 2.5% 2.5% Torso Check.png Torso Digestion
    −50% Digestion
    Heart 15 1 2.0% 2.0% Torso Check.png Torso Blood Pumping
    Death
    Lung 15 2 2.5% 2.5% Torso Check.png Torso Breathing
    −50% Breathing. Death if both lost
    Kidney 15 2 1.7% 1.7% Torso Check.png Torso Blood Filtration −50% Blood Filtration. Death if both lost
    Liver 20 1 2.5% 2.5% Torso Check.png Torso Digestion
    Death
    Shoulder 30 2 12% 1.68% Torso Ex.png Shoulders Manipulation
    −50% Manipulation.
    −100% if both lost
    Clavicle 25 2 9.0% 1.08% Shoulder Check.png Torso Manipulation
    Cannot be destroyed
    Up to −48% Manipulation.
    Increasing Pain based on damage.
    Arm 30 2 77% 6.0984% Shoulder Ex.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Humerus 25 2 10% 0.924% Arm Check.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Radius 20 2 10% 0.924% Arm Check.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Hand 20 2 14% 0.827904% Arm Ex.png Hands Manipulation
    −50% Manipulation. −100% if both lost
    Can no longer use Fist attack[11]
    Pinky 8 2 6.0% 0.077616% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Ring Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Middle Finger 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Index Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Thumb 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Pelvis 25 1 2.5% 2.5% Torso Check.png Torso Moving
    Cannot be destroyed
    Up to −96% Moving.
    Increasing Pain based on damage.
    Leg 30 2 14% 9.8% Torso Ex.png Legs Moving
    −50% Moving. −100% if both lost
    Femur 25 2 10% 1.4% Leg Check.png Legs Moving
    −50% Moving. −100% if both lost
    Tibia 25 2 10% 1.4% Leg Check.png Legs Moving
    −50% Moving. −100% if both lost
    Foot 25 2 10% 0.854% Leg Ex.png Feet Moving
    −50% Moving. −100% if both lost
    Little Toe 8 2 6.0% 0.084% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Fourth Toe 8 2 7.0% 0.098% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Middle Toe 8 2 8.0% 0.112% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Second Toe 8 2 9.0% 0.126% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Big Toe 8 2 9.0% 0.126% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    1. 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.
    2. 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.
    3. What apparel coverage covers this body part.
    4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    5. This is the part that everything else connects to to be considered 'connected'.
    6. Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
    7. A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
    8. 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
    9. Called "Utility Slot" in game.
    10. If Moving drops below 16% a pawn cannot move.
    11. A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
    12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.


    Body Parts (Detailed)

    All the body parts are listed below in more detail. This includes some things to note, some quirks or special things about body parts, and the full names/descriptions of body parts that have multiples of them in the same body (eg. right lung and left lung).

    Template:Collapse