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A medium-sized ungulate closely related to the llama, the alpaca is usually raised for its remarkably soft and insulating wool. Alpacas have also been used as pack animals since they hauled cargo on the rugged mountain trails of ancient South America.

Base Stats

Market Value
350 Silver

Pawn Stats

Combat Power
Move Speed
4.1 c/s
Health Scale
Body Size
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
Hunger Rate
0.44 Nutrition/Day
Life Expectancy
15 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Minimum Handling Skill
Roam Interval
3 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-20 °C – 45 °C (-4 °F – 113 °F)


Meat Yield
140 alpaca meat
Leather Yield
40 camelhide
Wool Amount
45 alpaca wool
Shearing Interval
10 days
Gestation Period
6.66 days
Offspring Per Birth

Melee Combat

Attack 1
Front left leg
7.3 dmg (Blunt)
11 % AP
2 second cooldown
Attack 2
Front left leg
7.3 dmg (Poke)
11 % AP
2 second cooldown
Attack 3
Front right leg
7.3 dmg (Blunt)
11 % AP
2 second cooldown
Attack 4
Front right leg
7.3 dmg (Poke)
11 % AP
2 second cooldown
Attack 5
8 dmg (Bite)
12 % AP
2 second cooldown
0.7 chance factor
Attack 6
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor
Average DPS
AnimalFarm, AnimalCommon

Alpacas are easily tameable herbivores that provide wool and act as pack animals.


Alpacas can be found in temperate forests, temperate swamps, tropical rainforests, and tropical swamps. They can either be tamed by a handler or self-tame in a random event.

Alpacas can be bought and sold in other faction bases and from bulk goods traders. Alpacas purchased from traders will be already tamed.


Alpacas are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot.

Alpacas can be sheared for Alpaca wool 45 alpaca wool (Silver 171) every 10 days for 1,700 ticks (28.33 secs) of work. Note that yield and shearing time are modified by the shearer's Animal Gather Yield and Animal Gather Speed respectively.

Alpacas are also pack animals, and will carry up to 35 kg of weight in a caravan. They cannot be ridden.


Pack animal[edit]

Alpacas are the smallest pack animal, carrying the least weight and consuming the least food. But, as early-game pack animals, alpacas are strictly inferior to donkeys.

  • Donkeys are easier to tame, carry more weight, and can be ridden for up to 130% caravan speed. Even when you standardize for nutrition consumption, donkeys still carry more weight.
  • Horses are slightly harder to tame than alpacas, but horses are even faster (160% caravan speed) and carry even more weight.

Alpacas can be useful for early-game caravans, in absence of the other options. In a tropical biome, donkeys and horses are not available. The other native pack animal there is the elephant, which is much harder to tame. Later on, Alpacas can serve a niche for transport pods having the lowest mass out of all pack animals, allowing two adults with one pod along with any extra supplies to send to an on-going caravan.

And, unlike donkeys and horses, alpacas produce wool.


An alpaca produces the same amount of wool (at the same intervals) as a sheep, but sheep consume 18% less nutrition. Compared to sheep wool, alpaca wool offers 4 °C (7.2 °F) better insulation against Cold and 6 °C (10.8 °F) against Heat, and is 41% more valuable. Thus, the alpaca wool is superior to sheep wool. If the goal is to make bulk wool, regardless of stats, then sheep are more efficient when grazing is insufficient to feed the herds and equally efficient the rest of the time. If the sole purpose is to make money, then alpacas are better than sheep. In addition, alpaca are pack animals.

Alpacas are superior to other wooly animals (bison, muffalo, and megasloths) in terms of wool per nutrition consumed. Bison and muffalo would be better for wool per colonist work, though the amount of work to harvest wool isn't terribly large in practice. The insulation and market value of alpaca wool is also superior to that of both muffalo wool and bison wool. Megasloth wool offers superior cold insulation and protection, however due to the wildness and intelligence of megasloths, they are not directly comparable to other wooly animals. See their page for further analysis.


This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.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.


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 40 1 100% 26% N/A[4] Ex.png - Death
Spine 25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 20 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3% Body Check.png Blood Pumping
Lung 15 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 15 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 20 1 3% 3% Body Check.png Digestion
Neck 25 1 22% 5.5% Body Ex.png Eating
Head 25 1 75% 2.475% Neck Ex.png - Death
Skull 25 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.8875% Skull Check.png Consciousness
Damage always results in scarring.
Eye 10 2 12% 1.98% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 12 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 10 1 10% 1.65% Head Ex.png - -
AnimalJaw 10 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 10 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 10 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated





Version history[edit]

  • 0.12.906 - Can now be shorn for wool
  • Beta 19/1.0 - move speed 3.8 -> 3.2, leg damage 7 -> 6
  • Version 1.3 - Animal Overhaul