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'''Dryads''' are a caste based species introduced in the [[Ideology DLC]]. Each dryad is subservient to a dryad queen that lives symbiotically with a [[Gauranlen tree]]. Colonist are able to exploit this subservience and symbioticity by connecting with the tree itself, granting partial control of the dryads it produces for a colony's benefit.  
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'''Dryads''' are connected to and spawned by a [[Gauranlen tree]]. They begin as [[immature dryad]]s and then specialize into different castes:
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* [[Carrier]]: These chunky helpers will haul things where they need to go.
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* [[Clawer]]: Vulnerable but fearsome, the clawer specializes in damage dealing.
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* [[Barkskin]]: Slow but tough, the barkskin soaks hits for your other fighters.
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* [[Woodmaker]]: Generates wood over time.
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* [[Medicinemaker]]: Generates herbal medicine over time.
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* [[Berrymaker]]: Generates berries over time.
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* [[Gaumaker]]: Produces Gauranlen sprouts to make new Gauranlen trees.
  
{{List|Dryad}}
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==Dryad Spawning==
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All castes will start off as an immature dryad that will spawn up to every 8 days according to an invisible bar. If there are empty dryad slots, a timer will show counting down to the spawning of the immature dryad. The timer will still run even if there aren't empty dryad slots and will be picked up once a new spot becomes available, either by a previous dryad dying or maintaining a higher connection status with the tree.
  
==Summary==
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An unconnected tree will produce up to two immature dryads, which can immediately enter cocoons upon the tree gaining a connection.
All dryads are produced by a [[Gauranlen tree]]. They have no need to eat, are immune to disease events, and have a 100% [[Toxic Resistance]], rendering them immune to [[Toxic fallout]] and [[Toxic buildup]]. Dryads will bleed, but cannot bleed to death. They have a sleep need requirement and tend to sleep at nighttime, not maintaining a normal sleep schedule.
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==Behavior==
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Dryads will automatically have the [[Animals]] training up to their trainability level upon emerging from their cocoon. The barkskin and clawer dryads have an intermediate trainability, the hauler dryad has advanced trainability, and the rest have no trainability. They can only have their Gauranlen Tree's connected pawn as their master and can form bonds with their master. They do not require regular handling to maintain tameness or other skills.
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They have a sleep need requirement and tend to sleep at nighttime, not maintaining a normal sleep throughout the day.
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Dryads will attempt to put out fires on nearby Gauranlen moss that is in the home area.
  
Dryads heal abnormally fast, and can be commanded anywhere to enter a healing cocoon, which will heal all present injuries (not including lost limbs). Alternatively, they can retreat to a gauranlen tree. This takes 3 days and heals all permanent injuries, lost parts, and bad conditions.
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Immature dryads will attempt to immediately form into a cocoon upon spawning, as long as their sleep need is met.
  
Dryads will automatically have the [[Animals]] training for their respective caste. The barkskin and clawer dryads start with Guard and Attack, the carrier starts with Haul, and the rest have no trainability. They can only have their Gauranlen tree's connected pawn as their master, but can form [[bond]]s with their master tends to them. They do not require regular handling to maintain tameness or other skills.
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While not following a drafted pawn, dryads will meander nearby their Gauranlen tree.
  
All dryad castes have a meat yield of 3 immature dryad [[meat]], despite being mature. Immature dryads give 4 meat.
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Upon releasing a dryad to the wild, absolutely nothing will change, they remain connected to the tree and maintain their behavior. They cannot be re-tamed and your pawns will lose control of them.
  
===Dryad Spawning===
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Dryads will consistently respect allowed areas within 12 tiles of their tree. They tend to be okay with sleeping on areas more than 12 tiles away, but do not prioritize it. Dryads following a drafted pawn dont care about allowed zones.
All castes will start off as an immature dryad. Immature dryads will spawn every 6 days, according to an invisible timer. If there are empty dryad slots, this timer will be visible; it'll still tick down if there aren't empty dryad slots, waiting for an opening.
 
  
Immature dryads will attempt to immediately form into a cocoon upon spawning, as long as their sleep need is met. It takes 5 days for them to grow into a caste. Players can choose the caste for each specific tree, which future dryads will be. Changing a tree's caste will cause all dryads to become immature again, instead taking 5{{Check Tag|Verify|Verify 5 days not 6}} days to grow up.
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Following a drafted pawn, dryads will perform identically to other animals, they follow regardless of needs or health.
  
An unconnected tree will produce up to two immature dryads, which can immediately enter cocoons upon the tree gaining a connection.
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==Changing caste==
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Upon changing the caste of dryads on a tree, the connected dryads will form cocoons nearby and spend 6 days morphing into the new selected caste.
  
===Behavior===
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==Health==
Dryads cannot be assigned to any areas. While not hauling or following a drafted pawn, dryads will meander nearby their Gauranlen tree. They will attempt to put out fires on Gauranlen moss nearby. When following a drafted pawn, dryads perform identically to other animals. Carriers will continuously haul, while other animals with Haul training have a random delay.
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Dryads heal abnormally fast, and cannot bleed to death (though they still leave blood while bleeding). They cannot regenerate lost body parts.
 
Upon releasing a dryad to the wild, absolutely nothing will change, they remain connected to the tree and maintain their behavior. They cannot be re-tamed and your pawns will lose control of them.
 
  
 
==Gauranlen tree connection interaction==
 
==Gauranlen tree connection interaction==
 
{{see also|Gauranlen tree}}
 
{{see also|Gauranlen tree}}
If there are more dryads than the "mother" tree can support (i.e. by going under the minimum connection limit to support a number of dryads) the dryad will "return" to the Gauranlen tree. A dryad returning to the tree will not have any effect on the spawn timer.
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If there are more dryads than the "mother" tree can support (i.e. by going under the minimum connection limit to support a number of dryads) the dryad will "return" to the gauranlen tree. A dryad returning to the tree will not have any effect on the spawn timer.
  
==Analysis==
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==Economic potential==
All dryads have a specialized purpose. Berrymakers, medicinemakers, and woodmakers all create resources that may be difficult, depending on [[biome]] and [[Ideoligion]]. Barkskin and clawer dryads fight, carrier dryads haul, and gaumakers can create more trees and thus more dryads.
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There are 3 Dryads that offer creating items of value, the woodmaker, medicinemaker, and berrymakers. In terms of raw financial output, each berrymaker produces $38.2 raw wealth (before selling), and both the other variants make $30. For the maximum value from the components; Berry makers: selling raw berries is most efficient, as packaged survival meals or pemmican require meat to craft. Woodmakers: The raw wood is more valuable than chemfuel, since chemfuel takes 2*wood ($2.4) and 1 amount of work to create 1 chemfuel worth $2.3, however, it is worth noting that chemfuel is significantly lighter, so you can transport 16xsa as much to a nearby settlement to trade, seeing as most wandering traders don't buy wood nor chemfuel. Medicine makers: selling the herbal medicine raw is most efficient, since buying Neutroamine can cost $8.4 at most, the herbal medicine will sell for at least $6, and the cloth will sell for $2.7 at least(or cost $6.3 if you don't grow it), and the industrial medicine will only sell for $10.8 at the least. Even good social skills can only marginally drive prices to be more efficient.
  
Tree pruning is a time consuming process - colonists connected to trees will need to dedicate all their time managing their trees. For the three resource -makers, just planting [[crop]]s (when possible) tends to give more yield per work. Haulers are more efficient than humans haulers, as 1 tree and 1 colonist will support 4 haulers who don't need to eat or recreate, and will work longer than prune time. Combat dryads are weak on their own, but have unique advantages and dedicated combat roles - see [[#Combat potential]] for details.
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Conclusion: if you're planning on making money off of dryads, berrymakers are the most efficient. They have only a slightly lower $/kg compared to chemfuel (chemfuel has $46/kg and berries $40/kg). They can also be sold to most settlements, and expire after 14 days. The main reason to choose wood over berries is if you cannot refrigerate the berries but for some reason can make chemfuel(in order to sell them in higher quantities, it is presumed the berries are frozen).
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This makes $11.46 (at 0 social trading advantage) wealth per day, per dryad. If you are pruning 2 trees with a 20 plant-skill colonist, they can support 8 dryads (working 11 hours a day), and thus make ~$8.33 per hour of work, plus transportation. To maintain at least one dryad, ~2.5 hours of work is needed per day, so more dryads per tree are more efficient than more trees.
  
===Economic potential===
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(note that this only explores financial value, situational need will be more important if you plan on using the dryads for colony use)
There are 3 dryads that offer creating items of value, the woodmaker, medicinemaker, and berrymakers. All three will create resources once every 2 days.
 
*Berrymakers produce {{Icon Small|silver||38.2}} of raw berries in [[Market Value]].
 
**Selling raw is most efficient, as packaged survival meals or pemmican require meat to craft.
 
*Woodmakers produce {{Icon Small|silver||30}} of wood in [[Market Value]].
 
**Wood can be fashioned into [[sculpture]]s, valued based on Art skill. However, one harvest is not enough for a sculpture, and they take a noticeable amount of work. See [[Money_making_guide#Sculpture_Production|Sculpture Production]] for more details.
 
**Converting wood to [[chemfuel]] is a net loss ($2.4 wood makes $2.3 worth of chemfuel), but is 16x lighter.
 
*Medicinemakers produce {{Icon Small|silver||30}} of herbal medicine in [[Market Value]].
 
**It's best to sell raw - industrial medicine, their only product, isn't profitable as it requires buying [[neutroamine]].
 
  
Therefore, berrymakers are the most efficient money dryad, giving the most value for no extra work. However, berries expire after 14 days, which may necessitate woodmakers instead.
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==Combat potential==
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Only Barkskin and Clawer dryads are capable of combat and will follow their tree's connected pawn into battle. The dryads cannot be brought off the map on caravans, nor loaded into pod launchers, therefore they can only be used for defense. They incur a -3 moodlet on their trees connected pawn upon death, and can bond with their tree's connected pawn, which can further increase this moodlet.
  
Berrymakers create $11.46 (at 0 [[Trade Price Improvement]]) per day, per dryad. If you are pruning 2 trees with a 20 plant-skill colonist, they can support 8 dryads (working 11 hours a day), and thus make ~$8.33 per hour of work, plus transportation. To maintain at least one dryad, ~2.5 hours of work is needed per day, so more dryads per tree are more efficient than more trees.  
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Between the two, both do what they are supposed to. A major weakness is that they sleep at night, and will have limited sleep during that time, and often won't even wake up to aid your colonists in battle. Combat-wise, they are mediocre fighters, they can melee engage random targets, allowing your ranged pawns to sink in more hits. They are both prone to friendly fire, however, so be aware. They also have a small body size, making them harder to hit.
  
For comparison, planting a ''single'' [[psychoid plant]] gives $28 in [[flake]]. Corn can be planted and harvested to make $605 per hour with the right bionics. This makes dryads a fairly poor method of making money, and more useful for their situational or Ideoligion benefits.
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Barkskin dryads boat high defence. They have similar armor resistances as a thrumbo, with 60% sharp and 30% blunt, thrumbos have 10% more blunt armor and also 30% heat armor. Although this sounds good in theory, the barkskin dryad can only take 1 shot from most firearms before getting a bleed to death (they can't bleed to death), and about 3-4 before they get downed or killed, they do reflect a reasonable amount of shots. They do 3.16 dps and have 13% armor penetration. They are better against enemies with low armor penetration that uses sharp weapons and can melee engage enemies. Most ranged weapons have around 12-15% melee armor penetration, while decent melee weapons have 25-40%. Because of this around 23% of ranged weapon melee attacks get deflected, 23% get halved, and the rest do full damage. Good melee weapons will have around 80% full damage, the last 20% will either be halved or blocked. Ranged weapons have around 20-30% armor penetration, and will do full damage about 60-70% of the time, and halved or blocked the other times. So while the barkskin dryad does have an incredible natural tank in comparison to other animals, they are only slightly better for combat than most dogs, as they can tank more hits and do about the same damage. Note that they have more tank than your average tribal. Their armor is comparable to a mercenary. They will do their job and soak a few hits, but are really only useful as secondary cover, since they can block enemy shots while not blocking ally shots.
  
===Combat potential===
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Clawer Dryads, while they are not very resilient, have extremely potent attacks, dealing 18 damage with 80% armor penetration, and very fast attacks, giving them dps roughly equal to a monosword. Furthermore, they stun enemies on their first attack, allowing them to get in up to four attacks before the enemy can strike back. While they are a poor choice for open massed combat, they can be excellent for use in cramped hallways, or when facing a small number of powerful enemies like centipedes or thrumbos.
Only Barkskin and Clawer dryads are capable of combat. Either dryad can follow their tree's connected pawn into battle, much like a trained [[animal]]. Dryads have special advantages over normal animals: they can't die of blood loss (so don't need to be tended to immediately), can heal otherwise permanent injuries in 3 days, and do not contribute towards colony wealth (making raids smaller). However, they can't be brought off the colony normally, unable to leave via [[caravan]] or pod launchers.
 
  
As individual fighters, dryads perform rather poorly in combat. However, they are good at doing their role, supporting colonists and other pawns in combat:
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Conclusion: Even though they require a large amount of a pawn's time, without having to make food players may find them easier to keep then other pets. Additionally, if they die in battle a new dryad can take their place in about a quadrum, a full set of four can be replaced in 38 days.
*Barkskin dryads boast high defense, with similar armor to a [[thrumbo]] (70% sharp, 40% blunt), but with around 9x less health. They can take roughly 3-4 shots from most firearms. With 3.16 DPS, they are fairly weak, but their armor and aforementioned healing make them useful. With such high armor, these dryads are good at distracting enemies while your colonists fire from afar. Alone, they are roughly equal to [[dog]]s in combat.
 
*Clawers have a great DPS, out-damaging [[scyther]]s and [[thrumbo]]s, and their first attack will stun for a short duration. The opposite of barkskins, clawers have poor durability. This makes them strong when combined with other melee attackers (including other clawers), in a cramped hallway, or when facing a small number of powerful enemies like centipedes or thrumbos. Alone, they are typically capable beating gun-wielding human pawns.
 
  
Conclusion: Even though they require a large amount of a pawn's time, dryads don't need food or training. With strong healing and immunity to blood loss, players may find them easier to keep than other pets. If they die, the tree-connected pawn only receives a -2 [[mood]] debuff, and a new dryad can take their place in 12 days.
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==Meat==
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Contrary to their individuals, all dryads have a meat yield of 3 immature dryad meat. The exception is immature dryads, which have 4.
  
== Pawns ==
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==Trivia==
{| {{STDT| c_08 text-center}}
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-Immature dryads still appear as adults on the animals tab
! Pawn Type !! Image !! Armor (<abbr title="sharp/blunt/heat">S/B/H</abbr>) || {{DPS}} !! Move speed !! Additional Info
 
|-
 
! [[Barkskin]]
 
| {{Icon Small|Barkskin|50}} || {{Q|Barkskin|Armor - Sharp}}% / {{Q|Barkskin|Armor - Blunt}}% / {{Q|Barkskin|Armor - Heat|0}}% || {{Q|Barkskin|Mob Average DPS}} || {{Q|Barkskin|Move Speed Base}} {{CS}} || -
 
|-
 
! [[Berrymaker]]
 
| {{Icon Small|Berrymaker|50}} || {{Q|Berrymaker|Armor - Sharp}}% / {{Q|Berrymaker|Armor - Blunt}}% / {{Q|Berrymaker|Armor - Heat|0}}% || {{Q|Berrymaker|Mob Average DPS}} || {{Q|Berrymaker|Move Speed Base}} {{CS}} || -
 
|-
 
! [[Carrier]]
 
| {{Icon Small|Carrier|50}} || {{Q|Carrier|Armor - Sharp}}% / {{Q|Carrier|Armor - Blunt}}% / {{Q|Carrier|Armor - Heat|0}}% || {{Q|Carrier|Mob Average DPS}} || {{Q|Carrier|Move Speed Base}} {{CS}} || -
 
|-
 
! [[Clawer]]
 
| {{Icon Small|Clawer|50}} || {{Q|Clawer|Armor - Sharp}}% / {{Q|Clawer|Armor - Blunt}}% / {{Q|Clawer|Armor - Heat|0}}% || {{Q|Clawer|Mob Average DPS}} || {{Q|Clawer|Move Speed Base}} {{CS}} || -
 
|-
 
! [[Gaumaker]]
 
| {{Icon Small|Gaumaker|50}} || {{Q|Gaumaker|Armor - Sharp}}% / {{Q|Gaumaker|Armor - Blunt}}% / {{Q|Gaumaker|Armor - Heat|0}}% || {{Q|Gaumaker|Mob Average DPS}} || {{Q|Gaumaker|Move Speed Base}} {{CS}} || -
 
|-
 
! [[Immature dryad]]
 
| {{Icon Small|Immature dryad|50}} || {{Q|Immature dryad|Armor - Sharp}}% / {{Q|Immature dryad|Armor - Blunt}}% / {{Q|Immature dryad|Armor - Heat|0}}% || {{Q|Immature dryad|Mob Average DPS}} || {{Q|Immature dryad|Move Speed Base}} {{CS}} || -
 
|-
 
! [[Medicinemaker]]
 
| {{Icon Small|Medicinemaker|50}} || {{Q|Medicinemaker|Armor - Sharp}}% / {{Q|Medicinemaker|Armor - Blunt}}% / {{Q|Medicinemaker|Armor - Heat|0}}% || {{Q|Medicinemaker|Mob Average DPS}} || {{Q|Medicinemaker|Move Speed Base}} {{CS}} || -
 
|-
 
! [[Woodmaker]]
 
| {{Icon Small|Woodmaker|50}} || {{Q|Woodmaker|Armor - Sharp}}% / {{Q|Woodmaker|Armor - Blunt}}% / {{Q|Woodmaker|Armor - Heat|0}}% || {{Q|Woodmaker|Mob Average DPS}} || {{Q|Woodmaker|Move Speed Base}} {{CS}} || -
 
|}
 
  
==Trivia==
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-When entering cocoons, the dryads will maintain the appearance of their previous caste
* Immature dryads still appear as adults on the animals tab.
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* When entering cocoons, the dryads will maintain the appearance of their previous caste.
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-Quests where you're asked to take care of dryads, like 'Keeping Woodmaker Dryads' or similar, can be very difficult to complete, in (at least) some situations, they will ignore all instructions and immediately leave the map.
* If a tree with dryads has its connection to the connector severed, such as by kidnapping or death, all specialized dryads revert back to immature dryads.
 
* Dryads can be taken off of the map when choosing animals to take with you when starting a new colony after obtaining a piece of the [[Ending_the_game#Awaking_the_Archonexus|archotech map]], and a master that is taken with them remains as their master. Dryads function without their gauranlen tree if taken off the map in this way, but despawn after a period of about a little longer than a season.
 
  
== Version history ==
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==Version History==
 
* [[Ideology DLC]] release - Added
 
* [[Ideology DLC]] release - Added
 
* [[Version/1.3.3069|1.3.3069]] - Fix: Dryads can show up as animals for hospitality quests.
 
* [[Version/1.3.3069|1.3.3069]] - Fix: Dryads can show up as animals for hospitality quests.
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents.
 
* [[Version/1.3.3101|1.3.3101]] - Dryad spawn days reduced from 8 to 6. Reduced dryad transform delay from 6 days to 5 days.
 
 
[[Category:Animals|#Dryads]]
 

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