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{{Image wanted|reason = Updated anatomy with new positions}}
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{{infobox main|animal|
{{Infobox main|animal
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|name = Human
| name = Human
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|image = Thrasher1557.png|Human
| image = Colonist.png
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|description = "A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."
| description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
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|type = Animals
| type = Animal
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|type2 = Human{{!}}Human
| type2 = Human
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|bodysize = 1
| flammability = 0.7
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|healthscale = 1
| movespeed = 4.6
+
|attack1cool = 120
| baseleatheramount = 75
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|attack1dmg = 8.2
| min comfortable temperature = 16
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|attack1part = left hand
| max comfortable temperature = 26
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|attack1type = blunt
| marketvalue = 1750
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|attack1stun = 14
| bodysize = 1
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|attack2cool = 120
| healthscale = 1
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|attack2dmg = 8.2
| hungerrate = 1
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|attack2part = right hand
| diet = omnivorous (human)
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|attack2type = blunt
| leathername = human leather
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|attack2stun = 14
| wildness = 0
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|attack3cool = 120
| manhuntertame = 0.1
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|attack3dmg = 8.2
| manhunter = 0.5
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|attack3part = teeth
| gestation = 18
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|attack3type = bite
| offspring = 1-3
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|attack4cool = 120
| avg offspring = 1.072
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|attack4dmg = 5
| lifespan = 80
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|attack4part = head
| packanimal = true
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|attack4type = blunt
<!--|maturityage = 18-->
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|diet = omnivorous
| attack1dmg = 8.2
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|leathername = human leather
| attack1type = Blunt
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|leatheryield = 50
| attack1cool = 2
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|gestation = 45
| attack1part = left fist
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|lifespan = 80
| attack1stun = 14
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|marketvalue = 1750
| attack2dmg = 8.2
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|maturityage = 18
| attack2type = Blunt
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|meatname = human meat
| attack2cool = 2
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|movespeed = 4.6
| attack2part = right fist
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|mass base = 70
| attack2stun = 14
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|min comfortable temperature = 16
| attack3dmg = 8.2
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|max comfortable temperature = 26
| attack3type = Bite
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|manhunter = 02
| attack3cool = 2
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|manhuntertame = 0.02
| attack3part = teeth
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|offspring = 4
| attack3chancefactor = 0.07
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|hungerrate = 1
| 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.
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{{TOCright}}
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Humans are the standard [[Colonist]] race, enemies ([[raider]]s) can be both the same species or artificial.  
  
 
== Diet ==
 
== Diet ==
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]].
+
Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]].
  
 
== Combat ==
 
== Combat ==
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]].
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Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged.  
  
== Butchering ==
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== Body Parts ==
{{Main|Human Resources}}
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[[File:Anatomy of the pawn.png]]
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}}.
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{{rewrite}}
 +
 
 +
=== Head ===
 +
*Health: 30
 +
*Lethal if destroyed/removed.
 +
 
 +
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 [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]], and sufficient damage may render a colonist unconscious forever, unless cured with the panacea that is the [[Healer mech serum]].
 +
 
 +
==== Skull ====
 +
*Health: 30
 +
*Lethal if shattered.
 +
Container of the brain. Lethal if destroyed, 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]]. It has a high chance to scar, rendering a human unconscious.
 +
 
 +
===== Eyes =====
 +
*Health: 10
 +
Includes :
 +
*Right Eye
 +
*Left Eye
 +
Eyes are required for [[#Sight|seeing]]. Lost or damaged eyes will result a -15 "disfigured" opinion relations penalty with other colonists. Eye can be surgically replaced with [[bionic eye|bionic]] or [[archotech eye]], though they are rather expensive, but better than the original.
 +
 
 +
===== Ears =====
 +
*Health: 10
 +
Includes :
 +
*Right Ear
 +
*Left Ear
 +
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a [[cochlear implant]] or the [[bionic ear]]. Some ear function is required for trading and wardening. Lowered hearing impacts trade prices. However, colonists who cannot hear can still interact socially with other colonists.
 +
 
 +
Currently, loud noises like gunshots do not inflict pain or damage on the ears.
 +
 
 +
===== Nose =====
 +
*Health: 10
 +
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose will result in the -15 "disfigured" thought relations penalty with other colonists. It is only replaceable with the [[Aesthetic nose]] added by the [[Royalty DLC]]. If you do not own the DLC, your pawn will just have to go around looking like Voldemort.
 +
 
 +
===== Jaw =====
 +
*Health: 20
 +
Functions for [[#Eating|eating]] and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a [[denture]], which is less efficient.
 +
 
 +
=== 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. Neck damage make colonists bleed out very fast. 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. Functionality can be restored by installing a [[bionic spine]], which gives 100% effectiveness.
 +
 
 +
==== 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. There is currently no way to repair or replace a shattered pelvis.
 +
 
 +
==== Sternum ====
 +
*Health: 25
 +
Front part of the [[#Rib|rib cage]].
 +
 
 +
==== Ribcage ====
 +
*Health: 30
 +
Damage to ribcage is relatively harmless and only causes pain.
 +
Loss of ribcage pending tests
 +
 
 +
==== 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, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate [[trader]]s occasionally have organs for sale.
 +
 
 +
==== Stomach ====
 +
*Health: 25
 +
 
 +
The stomach is a digestive organ and metabolism source. Hard metabolism and eating penalties upon loss.
 +
 
 +
==== Heart ====
 +
*Health: 20
 +
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
 +
 
 +
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]] 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 ===
 +
*Health: 30
 +
Includes :
 +
*Right Arm
 +
*Left Arm
 +
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 arm]] or a more expensive [[bionic arm]]. Simple versions are only 50% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb.
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 +
==== Humerus ====
 +
*Health: 25
 +
Includes :
 +
*Right Humerus
 +
*Left Humerus
 +
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 ====
 +
*Health: 20
 +
Includes :
 +
*Right Radius
 +
*Left Radius
 +
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the affected arm if shattered.
  
== Xenotypes ==
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==== Hand ====
{{Biotech|section=1}} {{main|Xenotypes}}
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*Health: 20
[[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.
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Includes :
 +
*Right Hand
 +
*Left Hand
 +
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]] or a [[field hand]] bought from traders or crafted after researching [[Research#Specialized limbs|Specialized limbs]]. Both provide 100% bodypart efficency but 8% [[moving|movement]] penalty. [[Field hand]] increases [[Plant Work Speed|Plant work speed]] by 160% and [[power claw]] is a lethal melee weapon. Alternatively, the arm can be replaced with a prosthetic or bionic replacement. It is still possible to [[:File:No hands stripping.png|strip without hands]].
  
=== Baseliners by faction ===
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===== Fingers =====
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.
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*Health: 7
{{Xenotype Faction Table|baseliner}}
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Includes :
 +
*Right Thumb
 +
*Right Index Finger
 +
*Right Middle Finger
 +
*Right Ring Finger
 +
*Right Pinky
 +
*Left Thumb
 +
*Left Index Finger
 +
*Left Middle Finger
 +
*Left Ring Finger
 +
*Left Pinky
 +
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 [[manipulation]].
  
== Body Parts ==
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=== Leg ===
Being biological creatures, humans have a lot of body parts that work together to make them tick.
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*Health: 30
<br><br><br><br>
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Includes :
[[File:Anatomy of the pawn.png]]
+
*Right Leg
 +
*Left Leg
 +
Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a [[peg leg]]. [[simple prosthetic leg]] or a more expensive [[bionic leg]]. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb.
  
; Body Part Groups
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==== Tibia ====
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.
+
*Health: 25
 +
Includes :
 +
*Right Tibia
 +
*Left Tibia
 +
Lower leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone.
  
{{:Table of Human Body Part Groups}}
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==== Femur ====
 +
*Health: 25
 +
Includes :
 +
*Right Femur
 +
*Left Femur
 +
Upper leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered.
  
Special Notes:
+
==== Foot ====
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.
+
*Health: 20
{{:Table of Human Body Parts}}
+
Includes :
 +
*Right Foot
 +
*Left Foot
 +
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes.
  
== Gallery ==
+
===== Toes =====
=== Bodies ===
+
*Health: 7
<gallery>
+
Includes :
Naked Female south.png|Female
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*Right Little Toe
Naked Male south.png|Male
+
*Right Fourth Toe
Naked Thin south.png|Thin
+
*Right Middle Toe
Naked Fat south.png|Fat
+
*Right Second Toe
Naked Hulk south.png|Hulk
+
*Right Big Toe
</gallery>
+
*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.
  
=== Heads ===
+
<references />
==== Female ====
 
<gallery>
 
Female Average Normal south.png|Normal average
 
Female Narrow Normal south.png|Normal narrow
 
Female Average Pointy south.png|Pointy average
 
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 ====
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== Body Part Groups ==
<gallery>
+
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.
Male Average Normal south.png|Normal average
 
Male Narrow Normal south.png|Normal narrow
 
Male Average Pointy south.png|Pointy average
 
Male Narrow Pointy south.png|Pointy narrow
 
Male Average Wide south.png|Wide average
 
Male Narrow Wide south.png|Wide narrow
 
Male HeavyJaw Normal south.png|Heavy jaw
 
</gallery>
 
  
=== Corpses ===
+
{{:Table of Human Body Part Groups}}
<gallery>
 
Dessicated thin south.png|Decaying thin
 
Dessicated male south.png|Decaying male
 
None Average Skull south.png|Skull
 
None Average Stump south.png|Stump
 
None Gaunt Average south.png|Gaunt
 
</gallery>
 
  
=== Hairs ===
+
== Body Parts (Summary) ==
Below are the 61 hairstyles (facing east). 50 from the base game and eleven from [[Royalty (DLC)]].
+
Being biological creatures, humans have a lot of body parts that work together to make them tick.
<gallery>
 
Afro east.png|Afro
 
Anne east.png|Anne {{RoyaltyIcon}}
 
Artist east.png|Artist {{RoyaltyIcon}}
 
Bob east.png|Bob
 
Bowlcut east.png|Bowlcut
 
Braidbun east.png|Braidbun
 
Bravo east.png|Bravo
 
Burgundy east.png|Burgundy
 
Cleopatra east.png|Cleopatra
 
Curly east.png|Curly
 
Cute east.png|Cute
 
Decent east.png|Decent
 
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
 
Gaston east.png|Gaston
 
Greasy swoop east.png|Greasy swoop
 
Henry east.png|Henry {{RoyaltyIcon}}
 
Jane east.png|Jane {{RoyaltyIcon}}
 
Junkie east.png|Junkie
 
Keeper east.png|Keeper
 
Lackland east.png|Lackland
 
Lisa east.png|Lisa {{RoyaltyIcon}}
 
Locks east.png|Locks
 
Long east.png|Long
 
Mary east.png|Mary {{RoyaltyIcon}}
 
Mess east.png|Mess
 
Mohawk east.png|Mohawk
 
Mop east.png|Mop
 
Pigtails east.png|Pigtails
 
Ponytails east.png|Ponytails
 
Primal east.png|Primal
 
Princess east.png|Princess
 
Randy east.png|Randy
 
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
 
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
 
Victoria east.png|Victoria {{RoyaltyIcon}}
 
Warden east.png|Warden
 
Wavy east.png|Wavy
 
William east.png|William {{RoyaltyIcon}}
 
</gallery>
 
  
=== Beards ===
+
Special Notes:
Below are the 30 types of beards (facing south).
+
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.
<gallery>
+
{{:Table of Human Body Parts}}
Beard anchor south.png|Anchor
 
Beard balin south.png|Balin
 
Beard bifur south.png|Bifur
 
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 ===
+
== Butchering ==
{{Ideology|section=true}}
+
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 tattoos ====
+
==Trivia==
Below are the 16 body tattoos (facing south).
+
Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.
<gallery>
 
Tattoo buttons south.png|Buttons {{IdeologyIcon}}
 
Tattoo cross south.png|Cross {{IdeologyIcon}}
 
Body heart south.png|Heart {{IdeologyIcon}}
 
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 ====
+
==Version History==
Below are the 13 face tattoos (facing south).
+
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown
<gallery>
 
Face tattoo cobweb south.png|Cobweb {{IdeologyIcon}}
 
Face tattoo eclipse south.png|Eclipse {{IdeologyIcon}}
 
Face tattoo headshot south.png|Headshot {{IdeologyIcon}}
 
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 ==
 
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.
 
* [[Version/1.5.4062|1.5.4062]] - Tongue coverage changed from 0% to 0.1%.
 
  
{{Nav|animal|wide}}
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{{nav|animal}}
 
[[Category:Animals]]
 
[[Category:Animals]]
[[Category:Pack Animal]]
 

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