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The largest unmodified bird species, ostriches are known for their fast run, huge eggs, and powerful kick. It is easily angered.

Base Stats

Market Value
250 Silver

Pawn Stats

Combat Power
Move Speed
6 c/s
Health Scale
Body Size
Mass - Baby
6 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Filth Rate
Hunger Rate
0.67 Nutrition/Day
Life Expectancy
45 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Minimum Handling Skill
Roam Interval
3 days
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-8 °C – 50 °C (17.6 °F – 122 °F)


Meat Yield
140 bird meat
Leather Yield
40 birdskin
Eggs Per Clutch
1 to 1
Egg Laying Interval
3.33 days
Can Lay Unfertilized Eggs

Melee Combat

Attack 1
11 dmg (Scratch)
16 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
11 dmg (Bite)
16 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
6 dmg (Blunt)
9 % AP
2 second cooldown
0.2 chance factor
Average DPS

Ostriches are huge, flightless birds that are easily riled, found in arid shrublands and deserts. Male adult ostriches are dark, while young and female ostriches are lighter brown.[Verify]


Ostriches can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.


Ostriches 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.

A female ostrich produces 1 ostrich egg every 3.33 day when fertilized. Ostriches will not lay unfertilized eggs.


Ostriches are one of many egg-laying animals that are inferior to chickens. A hen lays 3.33 eggs for every ostrich egg. While an ostrich egg is worth 2.4 chicken eggs, a single hen remains superior to an ostrich. 3 hens eat less food than 1 ostrich. Hens do not need to be fertilized, which adds a further advantage.

While chickens cannot be found in the wild, the dromedary is superior to the ostrich. Dromedaries produce more food (in the form of milk), both per day and per nutrition fed. They are easier to tame, can be ridden on a caravan, and found in all biomes that ostriches reside in. So if dromedaries are available, there's little point in keeping an ostrich pet.

Therefore, ostriches are mostly relegated to hunting fodder and the occasional manhunter pack. Even then, dromedaries give more food and won't go manhunter when hunted.


Ostriches have three attacks: scratch (feet), bite (beak), and, less commonly used, blunt (head). In addition to the base damage, the scratch and bite attacks apply a stun for 14 ticks (0.23 secs).


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% 19% N/A[4] Ex.png - Death
Tail 10 1 10% 10% Body Ex.png - -
Spine 25 1 5% 5% Body Check.png Moving
−100% Moving[5]
Stomach 20 1 4% 4% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3% Body Check.png Blood Pumping
Lung 15 2 4% 4% 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 5% 5% Body Check.png Digestion
−50% Digestion
Neck 25 1 20% 5% Body Ex.png Eating
Head 25 1 75% 3.1% Neck Ex.png - Death
Skull 25 1 30% 1.8% Head Check.png - Cannot be destroyed.
Increasing Pain based on damage.
Brain 10 1 60% 2.7% Skull Check.png Consciousness
Damage always results in scarring.
Eye 10 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.
Beak 20 1 25% 3.8% Head Ex.png Eating
−100% Manipulation
−90% Eating[6]
Leg 30 2 10% 5% Body Ex.png Moving
−50% Moving. −100% if both lost.
Foot 25 2 50% 5% Leg Ex.png Moving
−50% Moving. −100% 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. Note that eating won't go below 10%.


Version history[edit]

  • 1.3.3066 - No longer trainable. Egg interval reduced from 19 days to 3.33. BaseHungerRate reduced from 0.55 to 0.42. Adult age 0.45 -> 0.2222