Barkskin

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Barkskin

Barkskin

A dryad caste specialized in absorbing hits during combat. Barkskin dryads are covered by a thick bark-like hide which is partly formed by the Gauranlen tree itself. Under human influence, it can act as a damage-absorbing fighter.
In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.

Base Stats

Type
AnimalDryad
Flammability
70%

Apparel

Armor - Sharp
70%
Armor - Blunt
40%

Pawn Stats

Move Speed
3.2 c/s
Health Scale
90% HP
Body Size
0.65
Mass - Baby
7.8 kg
Mass - Juvenile
19.5 kg
Mass - Adult
39 kg
Carrying Capacity
49 kg
Filth Rate
1
Diet
none
Life Expectancy
80 years
Manhunter Chance
100%
Trainable Intelligence
Intermediate
Wildness
0%
Comfortable Temp Range
-50 °C – 50 °C (-58 °F – 122 °F)

Production

Meat Yield
4 immature dryad meat

Melee Combat

Attack 1
Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.25
Technical
tradeTags
AnimalDryad


Barkskin are a caste of Dryads, a type of animal added by the Ideology DLC. Slow but tough, the barkskin soaks hits for your other fighters.

Summary[edit]

All dryads, including the barkskin, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have 100% Toxic Resistance, rendering them immune to Toxic fallout and Toxic buildup. Dryads cannot die from blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.

Attacks[edit]

Barkskin dryads are fairly weak combatants. Even with their amazing armor, they are roughly on par with most dogs as individual fighters.

  • Melee Attacks Damage Amount Cooldown
    Scratch 8 2.0 sec
    Bite 9 2.0 sec
    Blunt 4 2.0 sec
  • Armor[edit]

    Armor

    Barkskins have similar armor to a thrumbo (with more Sharp armor), but they don't quite compare - dryads have a health scale of 0.9, similar to a human and over 8x less than a proper thrumbo.

    Compared to the more common grizzly bear, barkskins have 36% as much raw health. Considering that even a standard steel knife has around 18% armor penetration, armor boosts this by much less than you'd expect. Against such mediocre weapons, a barkskin can be expected to have about 42% as much health as a grizzly, with this figure only getting worse against stronger foes and weapons.

    Analysis[edit]

    Barkskins do one thing well: tank hits for your colonists. While your pawns fire from a distance, barkskins can face enemy attacks. Thanks to the unique properties of dryads, they can heal up permanent injuries in 3 days, and don't need immediate tending, making them very cheap blocking animals. Barkskins will also engage enemies in melee, which means that they won't be firing their gun. Friendly fire is a possibility, but barkskins are small (avoiding melee hits and having a 67% modifier to shooting accuracy), and they can be used as direct cover.

    As far as blocking animals go, however, the biggest detriment of barkskins is that they lack advanced training and cannot be zoned to specific tiles; they can only be assigned to a handler and released to generally charge towards and attack an enemy. This significantly lessens their value for taking on infestations and other close-quarters combat situations where you want something to reliably stand between hostiles and your own colonists, like at a chokepoint. Mediocre DPS results in long fights and also means that your average barkskin takes a *lot* of damage before it can take out something hostile. While they can be great disposable distractions to buy time for the cavalry to arrive, barkskins are not primary colony defense material.

    Training[edit]

    This animal can be trained as follows:

    Guard:  Check.png
    Attack:  Check.png
    Rescue:  Ex.png
    Haul:  Ex.png

    *As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

    Barkskins spawn fully trained in Guard and Attack and have no training decay.

    Health[edit]


    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Body 36 1 100% 21% N/A[4] Ex.png - Death
    Tail 9 1 7% 7% Body Ex.png - -
    Spine 22.5 1 3% 3% Body Check.png Moving
    −100% Moving[5]
    Stomach 18 1 3% 3% Body Check.png Digestion
    −50% Digestion
    Heart 13.5 1 3% 3% Body Check.png Blood Pumping
    Death
    Lung 13.5 2 3% 3% Body Check.png Breathing
    −50% Breathing. Death if both lost.
    Kidney 13.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
    Liver 18 1 3% 3% Body Check.png Digestion
    Death
    Neck 22.5 1 20% 5% Body Ex.png Eating
    Talking
    Breathing
    Death
    Head 22.5 1 75% 2.25% Neck Ex.png - Death
    Skull 22.5 1 25% 1.125% Head Check.png - Cannot be destroyed
    Increasing Pain based on damage.
    Brain 9 1 70% 2.625% Skull Check.png Consciousness
    Death
    Damage always results in scarring.
    Eye 9 2 12% 1.8% Head Ex.png Sight
    −25% Sight. −100% if both lost.
    Damage always results in scarring.
    0% Hit Chance against Blunt damage.
    Ear 10.8 2 8% 1.2% Head Ex.png Hearing
    −25% Hearing. −100% if both lost.
    Nose 9 1 10% 1.5% Head Ex.png - -
    AnimalJaw 9 1 10% 1.5% Head Ex.png Manipulation
    −100% Manipulation.
    Can no longer use Bite attack.
    Front Leg 27 2 7% 5.95% Body Ex.png Moving
    −25% Moving. −50% if both lost.
    Can no longer use paw attack.[6]
    Front Paw 9 2 15% 1.05% Front Leg Ex.png Moving
    −25% Moving. −50% if both lost.
    Can no longer use paw attack.
    Rear Leg 27 2 7% 5.95% Body Ex.png Moving
    −25% Moving. −50% if both lost.
    Rear Paw 9 2 15% 1.05% Rear Leg Ex.png Moving
    −25% Moving. −50% 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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
    5. If Moving drops below 16% a pawn cannot move.
    6. A Scratch attack that varies from animal to animal. Each front paw allows one attack.

    Version history[edit]

    • Ideology DLC Release - Added.
    • 1.3.3076 - Fix: Dryads are affected by disease incidents.
    • 1.3.3101 - Blunt armor increased from 30% to 40%, sharp armor increased from 60% to 70%.