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{{Image wanted|reason = Updated anatomy with new positions}}
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__NOTOC__
{{Infobox main|animal
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<includeonly>''Main Article: [[Humans|Human]]''</includeonly>
| name = Human
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<onlyinclude>
| image = Colonist.png
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{{infobox main|none|
| description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
+
|name = Human
| type = Animal
+
|image = Human.png|Human
| type2 = Human
+
|info = An average human.
| flammability = 0.7
+
|type = Human{{!}}Human
| movespeed = 4.6
+
|type2 = Characters{{!}}Characters
| baseleatheramount = 75
+
|hp = 100
| min comfortable temperature = 16
+
|walkSpeed = 4.61
| max comfortable temperature = 26
+
|mobdamage = Bludgeon - 5}}
| marketvalue = 1750
+
</onlyinclude>
| bodysize = 1
+
{{quote|"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."|In-game description}}
| healthscale = 1
 
| hungerrate = 1
 
| diet = omnivorous (human)
 
| leathername = human leather
 
| wildness = 0
 
| manhuntertame = 0.1
 
| manhunter = 0.5
 
| gestation = 18
 
| offspring = 1-3
 
| avg offspring = 1.072
 
| lifespan = 80
 
| packanimal = true
 
<!--|maturityage = 18-->
 
| attack1dmg = 8.2
 
| attack1type = Blunt
 
| attack1cool = 2
 
| attack1part = left fist
 
| attack1stun = 14
 
| attack2dmg = 8.2
 
| attack2type = Blunt
 
| attack2cool = 2
 
| attack2part = right fist
 
| attack2stun = 14
 
| attack3dmg = 8.2
 
| attack3type = Bite
 
| attack3cool = 2
 
| attack3part = teeth
 
| attack3chancefactor = 0.07
 
| attack4dmg = 5
 
| attack4type = Blunt
 
| attack4cool = 2
 
| attack4part = head
 
| attack4chancefactor = 0.2
 
}}
 
'''Humans''' are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.
 
  
== Diet ==
+
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 omnivores, able to eat all foodstuffs with the exception of [[hay]]. Food can generally be gathered by foraging [[plants|wild berries]], hunting wild [[animals]] for their [[meat]], [[growing zone|farming]], and in desperate times or for those of [[Cannibal|specific tastes]], through cannibalism, usually of dead [[raiders]].
 
  
== Combat ==
+
==Biology==
Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant [[artificial body parts]].
+
<includeonly>
 +
''Main Article: [[Humans#Biology)|Human Biology]]''
 +
</includeonly>
 +
The humans of RimWorld are, for the most part, identical to real world ones.
  
== Butchering ==
+
===Diet===
{{Main|Human Resources}}
+
<includeonly>
Like most creatures, humans can be butchered for their [[human meat|meat]] and [[human leather|leather]]. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the [[Cannibal (Trait)|Cannibal]] or [[Bloodlust]] traits, as well as relevant [[precepts]]{{IdeologyIcon}}.
+
''Main Article: [[Humans#Diet)|Human Diet]]''
 +
</includeonly>
 +
Humans are omnivores. On Rimworld, their usual food supply consists of [[Food|meat]] hunted off of [[Animals|animals]], and either foraging food off of [[Growing|plants]] or cultivating and growing them.
  
== Xenotypes ==
+
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.
{{Biotech|section=1}} {{main|Xenotypes}}
 
[[Gene]] editing has created many different subspecies of humans, called [[xenotypes]]. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.
 
  
=== Baseliners by faction ===
+
===Combat===
The table below describes the chance for a given pawn from each [[faction]] being a baseliner. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.
+
<includeonly>
{{Xenotype Faction Table|baseliner}}
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''Main Article: [[Humans#Combat)|Human Combat]]''
 +
</includeonly>
 +
Humans are typically equipped with various [[Weapon|weapons]], but are equipped with the ability to fight things with their own two hands if need be.
  
== Body Parts ==
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{| {{STDT| c_06 text-center}}
 +
! Melee Attacks !! Damage Amount
 +
|-
 +
![[Injury#Blugeon|Bludgeon]]
 +
| 5
 +
|-
 +
|}
 +
 
 +
===Body Parts (Summary)===
 +
<includeonly>
 +
''Main Article: [[Humans#Body Parts (Summary)|Human Body Parts (Summary)]]''
 +
</includeonly>
 
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.
<br><br><br><br>
 
[[File:Anatomy of the pawn.png]]
 
  
; Body Part Groups
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Special Notes:
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.
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*Brain injuries instantly scar and never heal.<ref name="instantScarring">[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]</ref>
 +
*Heart injuries instantly scar and never heal.<ref name="instantScarring"/>
 +
{{:Table_HumanBodyParts}}
 +
 
 +
<noinclude>
  
{{:Table of Human Body Part Groups}}
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===Body Parts (Detailed)===
 +
{{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).
  
Special Notes:
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{{collapse|
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.
+
====Head====
{{:Table of Human Body Parts}}
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*Health: 30
 +
*Lethal if destroyed/removed.
 +
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live (rather you need the contents of the head, like the brain, to live).
 +
 
 +
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=====
 +
*Health: 30
 +
*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).
 +
 
 +
======Brain======
 +
*Health: 10
 +
*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]].
 +
 
 +
=====Eyes=====
 +
*Health: 10
 +
Includes :
 +
*Right Eye
 +
*Left Eye
 +
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=====
 +
*Health: 10
 +
Includes :
 +
*Right Ear
 +
*Left Ear
 +
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. {{v|{{:Version}}}} There is currently no way to restore hearing to a deafened colonist.
 +
 
 +
Currently, loud noises like gunshots do not inflict pain or damage on the ears.
 +
 
 +
=====Nose=====
 +
*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.
 +
 
 +
=====Jaw=====
 +
*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.
 +
 
 +
====Torso====
 +
*Health: 40
 +
*Core Part
 +
*Lethal if destroyed
 +
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=====
 +
*Health: 30
 +
*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]].
 +
 
 +
=====Clavicle=====
 +
*Health: 25
 +
Includes :
 +
*Right Clavicle
 +
*Left Clavicle
 +
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=====
 +
*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.
 +
 
 +
=====Pelvis=====
 +
*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.
 +
 
 +
=====Sternum=====
 +
*Health: 25
 +
Front part of the [[#Rib|rib cage]]. {{v|{{:Version}}}} Like ribs, it currently only causes [[pain]] if destroyed.
 +
 
 +
=====Rib=====
 +
*Health: 15
 +
Includes :
 +
*Rib x 12
 +
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=====
 +
*Health: 20
 +
Includes :
 +
*Right Lung
 +
*Left Lung
 +
*Lethal if both lungs lost.
 +
 
 +
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=====
 +
*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.
 +
 
 +
=====Heart=====
 +
*Health: 20
 +
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
 +
 
 +
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=====
 +
*Health: 20
 +
Includes :
 +
*Right Kidney
 +
*Left Kidney
 +
*Lethal if both lost
 +
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.
  
== Gallery ==
+
====Arm====
=== Bodies ===
+
*Health: 30
<gallery>
+
Includes :
Naked Female south.png|Female
+
*Right Arm
Naked Male south.png|Male
+
*Left Arm
Naked Thin south.png|Thin
+
Arms are required for [[#Working|working]], and are containers for the [[#Hands|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.
Naked Fat south.png|Fat
 
Naked Hulk south.png|Hulk
 
</gallery>
 
  
=== Heads ===
+
=====Humerus=====
==== Female ====
+
*Health: 25
<gallery>
+
Includes :
Female Average Normal south.png|Normal average
+
*Right Humerus
Female Narrow Normal south.png|Normal narrow
+
*Left Humerus
Female Average Pointy south.png|Pointy average
+
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.
Female Narrow Pointy south.png|Pointy narrow
 
Female Average Wide south.png|Wide average
 
Female Narrow Wide south.png|Wide narrow
 
Female HeavyJaw Normal south.png|Heavy jaw
 
</gallery>
 
  
==== Male ====
+
=====Radius=====
<gallery>
+
*Health: 20
Male Average Normal south.png|Normal average
+
Includes :
Male Narrow Normal south.png|Normal narrow
+
*Right Radius
Male Average Pointy south.png|Pointy average
+
*Left Radius
Male Narrow Pointy south.png|Pointy narrow
+
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.
Male Average Wide south.png|Wide average
 
Male Narrow Wide south.png|Wide narrow
 
Male HeavyJaw Normal south.png|Heavy jaw
 
</gallery>
 
  
=== Corpses ===
+
=====Hand=====
<gallery>
+
*Health: 20
Dessicated thin south.png|Decaying thin
+
Includes :
Dessicated male south.png|Decaying male
+
*Right Hand
None Average Skull south.png|Skull
+
*Left Hand
None Average Stump south.png|Stump
+
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.
None Gaunt Average south.png|Gaunt
 
</gallery>
 
  
=== Hairs ===
+
======Fingers======
Below are the 79 hairstyles (facing east). 50 from the base game, eleven from [[Royalty (DLC)]], and eighteen from [[Anomaly (DLC)]].
+
*Health: 7
<gallery>
+
Includes :
Afro east.png|Afro
+
*Right Thumb
Anne east.png|Anne {{RoyaltyIcon}}
+
*Right Index Finger
Artist east.png|Artist {{RoyaltyIcon}}
+
*Right Middle Finger
Bob east.png|Bob
+
*Right Ring Finger
Bowlcut east.png|Bowlcut
+
*Right Pinky
Braidbun east.png|Braidbun
+
*Left Thumb
Bravo east.png|Bravo
+
*Left Index Finger
Burgundy east.png|Burgundy
+
*Left Middle Finger
Cleopatra east.png|Cleopatra
+
*Left Ring Finger
Curly east.png|Curly
+
*Left Pinky
Cute east.png|Cute
+
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).
Decent east.png|Decent
 
DoubleTuft east.png|Double tuft {{AnomalyIcon}}
 
Elder east.png|Elder
 
Elisabeth east.png|Elisabeth {{RoyaltyIcon}}
 
Fancybun east.png|Fancybun
 
Firestarter east.png|Firestarter
 
Flowy east.png|Flowy
 
Fringe east.png|Fringe
 
Frozen east.png|Frozen
 
GhoulHair Furious east.png|Furious {{AnomalyIcon}}
 
Gaston east.png|Gaston
 
Greasy swoop east.png|Greasy swoop
 
Henry east.png|Henry {{RoyaltyIcon}}
 
GhoulHair Hungry east.png|Hungry {{AnomalyIcon}}
 
Jane east.png|Jane {{RoyaltyIcon}}
 
Junkie east.png|Junkie
 
Keeper east.png|Keeper
 
Lackland east.png|Lackland
 
LargeTuft east.png|Large tuft {{AnomalyIcon}}
 
Lisa east.png|Lisa {{RoyaltyIcon}}
 
Locks east.png|Locks
 
Long east.png|Long
 
LongMess east.png|Long mess {{AnomalyIcon}}
 
LongOily east.png|Long oily {{AnomalyIcon}}
 
Mary east.png|Mary {{RoyaltyIcon}}
 
Mess east.png|Mess
 
Mohawk east.png|Mohawk
 
Mop east.png|Mop
 
Parted east.png|Parted {{AnomalyIcon}}
 
PatchyShave east.png|Patchy shave {{AnomalyIcon}}
 
Pigtails east.png|Pigtails
 
Ponytails east.png|Ponytails
 
Primal east.png|Primal
 
Princess east.png|Princess
 
Randy east.png|Randy
 
GhoulHair Ravenous east.png|Ravenous {{AnomalyIcon}}
 
Recruit east.png|Recruit
 
Revolt east.png|Revolt
 
Richard east.png|Richard {{RoyaltyIcon}}
 
Rockstar east.png|Rockstar
 
Rookie east.png|Rookie
 
Savage east.png|Savage
 
Scat east.png|Scat
 
Scorpiontail east.png|Scorpiontail
 
Scrapper east.png|Scrapper
 
Senorita east.png|Senorita
 
Shave top braid east.png|Shave top braid
 
Shaved east.png|Shaved
 
ShavedMohawk east.png|Shaved mohawk {{AnomalyIcon}}
 
ShortCut east.png|Short cut {{AnomalyIcon}}
 
SideCut east.png|Side cut {{AnomalyIcon}}
 
SideSpikes east.png|Side spikes {{AnomalyIcon}}
 
Snazzy east.png|Snazzy
 
Spikes east.png|Spikes
 
Stephen east.png|Stephen {{RoyaltyIcon}}
 
Sticky east.png|Sticky
 
Topdog east.png|Topdog
 
Troubadour east.png|Troubadour
 
Tuft east.png|Tuft
 
GhoulHair Twisted east.png|Twisted {{AnomalyIcon}}
 
Victoria east.png|Victoria {{RoyaltyIcon}}
 
GhoulHair Vengeful east.png|Vengeful {{AnomalyIcon}}
 
Warden east.png|Warden
 
GhoulHair Warped east.png|Warped {{AnomalyIcon}}
 
Wavy east.png|Wavy
 
GhoulHair Wicked east.png|Wicked {{AnomalyIcon}}
 
William east.png|William {{RoyaltyIcon}}
 
</gallery>
 
  
=== Beards ===
+
====Leg====
Below are the 30 types of beards (facing south). 
+
*Health: 30
<gallery>
+
Includes :
Beard anchor south.png|Anchor
+
*Right Leg
Beard balin south.png|Balin
+
*Left Leg
Beard bifur south.png|Bifur
+
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.
Beard boxed south.png|Boxed
 
Beard circle south.png|Circle
 
Beard curly south.png|Curly
 
Beard curtain south.png|Curtain
 
Beard dori south.png|Dori
 
Beard ducktail south.png|Ducktail
 
Beard dwalin south.png|Dwalin
 
Beard fork south.png|Fork
 
Beard french south.png|French
 
Beard full south.png|Full
 
Beard goatee south.png|Goatee
 
Beard imperial south.png|Imperial
 
Beard khal south.png|Kahl
 
Beard lincoln south.png|Lincoln
 
Beard long dutch south.png|Long dutch
 
Beard machete south.png|Machete
 
Beard moustache south.png|Moustache
 
Beard mutton chops south.png|Mutton chops
 
Beard nori south.png|Nori
 
Beard old dutch south.png|Old dutch
 
Beard seer south.png|Seer
 
Beard side whiskers south.png|Side whiskers
 
Beard soul patch south.png|Soul patch
 
Beard stubble south.png|Stubble
 
Beard urist south.png|Urist
 
Beard van dyke south.png|Van Dyke
 
Beard wizard south.png|Wizard
 
</gallery>
 
  
=== Tattoos ===
+
=====Tibia=====
{{Ideology|section=true}}
+
*Health: 25
 +
Includes :
 +
*Right Tibia
 +
*Left Tibia
 +
Upper leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone.
  
==== Body tattoos ====
+
=====Femur=====
Below are the 16 body tattoos (facing south).
+
*Health: 25
<gallery>
+
Includes :
Tattoo buttons south.png|Buttons {{IdeologyIcon}}
+
*Right Femur
Tattoo cross south.png|Cross {{IdeologyIcon}}
+
*Left Femur
Body heart south.png|Heart {{IdeologyIcon}}
+
Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered.
Tattoo insect south.png|Insect {{IdeologyIcon}}
 
Tattoo jester south.png|Jester {{IdeologyIcon}}
 
Tattoo moon south.png|Moon {{IdeologyIcon}}
 
Tattoo power south.png|Power {{IdeologyIcon}}
 
Tattoo rings south.png|Rings {{IdeologyIcon}}
 
Tattoo royal south.png|Royal {{IdeologyIcon}}
 
Tattoo scar south.png|Scar {{IdeologyIcon}}
 
Tattoo skeleton south.png|Skeleton {{IdeologyIcon}}
 
Body skull south.png|Skull {{IdeologyIcon}}
 
Tattoo spike south.png|Spike {{IdeologyIcon}}
 
Tattoo sun south.png|Sun {{IdeologyIcon}}
 
Body tiger south.png|Tiger {{IdeologyIcon}}
 
Tattoo wings north.png|Wings {{IdeologyIcon}} (facing north)
 
</gallery>
 
  
==== Face tattoos ====
+
=====Foot=====
Below are the 13 face tattoos (facing south).
+
*Health: 20
<gallery>
+
Includes :
Face tattoo cobweb south.png|Cobweb {{IdeologyIcon}}
+
*Right Foot
Face tattoo eclipse south.png|Eclipse {{IdeologyIcon}}
+
*Left Foot
Face tattoo headshot south.png|Headshot {{IdeologyIcon}}
+
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes.
Face tattoo line south.png|Line {{IdeologyIcon}}
 
Face tattoo love south.png|Love {{IdeologyIcon}}
 
Face tattoo oracle south.png|Oracle {{IdeologyIcon}}
 
Face tattoo pantheon south.png|Pantheon {{IdeologyIcon}}
 
Face tattoo spider south.png|Spider {{IdeologyIcon}}
 
Face tattoo stars south.png|Stars {{IdeologyIcon}}
 
Face tear south.png|Tear {{IdeologyIcon}}
 
Face tiger south.png|Tiger {{IdeologyIcon}}
 
Face tattoo warpaint south.png|Warpaint {{IdeologyIcon}}
 
Face tattoo worried south.png|Worried {{IdeologyIcon}}
 
</gallery>
 
  
== Version history ==
+
======Toes======
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.
+
*Health: 7
* [[Version/1.5.4062|1.5.4062]] - Tongue coverage changed from 0% to 0.1%.
+
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
 +
Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' [[#Moving|walking]] by a small amount.
  
{{Nav|animal|wide}}
+
<references />
[[Category:Animals]]
+
|}}
[[Category:Pack Animal]]
+
</noinclude>

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