Human
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Human
A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
Base Stats
Pawn Stats
- Move Speed
- 4.6 c/s
- Health Scale
- 100% HP
- Body Size
- 1
- Mass - Baby
- 12 kg
- Mass - Juvenile
- 30 kg
- Mass - Adult
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Hunger Rate
- 1.6 Nutrition/Day
- Diet
- omnivorous
- Life Expectancy
- 80 years
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 10%
- Wildness
- 0%
- Minimum Handling Skill
- 7
- Comfortable Temp Range
- 16 °C – 26 °C (60.8 °F – 78.8 °F)
Production
- Meat Yield
- 140 Human meat
- Leather Yield
- 75 human leather
- Gestation Period
- 30 days
- Offspring Per Birth
- 1-3 (1.072 avg)
Melee Combat
- Attack 1
- Left fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Right fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
8.2 dmg (Bite)
12 % AP
2 second cooldown
0.07 chance factor - Attack 4
- Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.29
Humans are the standard Colonist species, and make up the majority of the factions in the game. Non-mechanoid raiders will be human.
Diet
Humans are omnivores. Food supply can be gathered by foraging wild berries, hunting animals for their meat, growing plantations and lastly through cannibalism which causes negative thoughts incurring mood penalties to most but some who favor it.
Combat
Humans can fight with their own fists or equip one type of weapon at a time, either melee or ranged.
Humans can carry one weapon, plus one utility item in the utility slot.
Butchering
Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are Cannibal and Bloodlust.
Body Parts
Being biological creatures, humans have a lot of body parts that work together to make them tick.
- Body Part Groups
Each body part is part of a body part group. Armor and Clothing can go over one or more of these body part groups, but they can't go over individual body parts. See table, below.
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 |
Special Notes:
- Brain injuries are always permanent and will never heal on their own. Eye injuries have a much greater chance of being permanent than usual.
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] | Torso | - | Death | |
Neck | 25 | 1 | 7.5% | 1.5% | Torso | Neck | Eating Talking Breathing |
Death | |
Head | 25 | 1 | 80% | 1.74% | Neck | UpperHead FullHead HeadAttackTool[6] |
- | 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 FullHead |
Consciousness |
Death Damage always results in scarring. | |
Eye | 10 | 2 | 7.0% | 0.42% | Head | 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 | UpperHead FullHead |
Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
Nose | 10 | 1 | 10% | 0.6% | Head | FullHead | - | −15 Disfigured Social penalty | |
Jaw | 20 | 1 | 15% | 0.8991% | Head | 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 | FullHead | Talking | −100% Talking and −50% Eating −15 Disfigured Social penalty | |
Waist[9] | 10[8] | 1 | 0% | 0% | Torso | Waist | - | N/A | |
Spine | 25 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
×0 Moving[10] | |
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 lost | |
Clavicle | 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[11] | |
Pinky | 8 | 2 | 6.0% | 0.077616% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Ring Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Middle Finger | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Index Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Thumb | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
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 |
- ↑ 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
- ↑ 8.0 8.1 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.
- ↑ 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.
Trivia
Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.
Version history
- Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown