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Yaks are robust cattle with a bulky frame, short but thick legs, and rounded cloven hooves that are splayed to help them walk in snow.

Base Stats

Market Value
320 Silver

Pawn Stats

Combat Power
Move Speed
3.2 c/s
Health Scale
Body Size
Mass - Baby
25.2 kg
Mass - Juvenile
63 kg
Mass - Adult
126 kg
Pack Capacity
73.5 kg
Carrying Capacity
158 kg
Filth Rate
Hunger Rate
0.86 Nutrition/Day
Life Expectancy
22 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Minimum Handling Skill
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-45 °C – 40 °C (-49 °F – 104 °F)


Meat Yield
294 yak beef
Leather Yield
84 plainleather
Milk Amount
11 milk
Milking Interval
1 days
Gestation Period
6.66 days
Offspring Per Birth

Melee Combat

Attack 1
8.8 dmg (Bite)
13 % AP
2.6 second cooldown
0.7 chance factor
Attack 2
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Attack 3
Front left leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 4
Front left leg
8 dmg (Poke)
12 % AP
2 second cooldown
Attack 5
Front right leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 6
Front right leg
8 dmg (Poke)
12 % AP
2 second cooldown
Average DPS
AnimalFarm, AnimalCommon

Yaks are tameable herbivores with a medium movement speed. Yaks are one of the easiest pack animals to tame. Males of the species can be distinguished by their horns and lack of udders, while females have the opposite.


Yaks can be found in temperate forests, temperate swamps, boreal forests, and cold bogs. They can either be tamed by a handler or self-tame in a random event.

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


Yaks 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 yak can be milked for up to Milk 11 units of milk per day (depending on your pawn's Animal Gather Yield).

Yaks are also pack animals, and will carry up to 73.5kg of weight in a caravan.



Female yaks produce Milk 11 per day, or 0.55 nutrition in milk per day. A yak consumes 0.86 nutrition per day. This results in a nutrition efficiency of 64% from milk alone (or Milk 12.79 per day per 1 nutrition consumed). Yaks are better for milk than dromedaries or caribou.


When slaughtered, a yak yields 59 meat and 23 leather as a calf; 147 meat and 42 as a juvenile; or 294 meat and 84 leather as an adult.

When slaughtering yaks as babies, and including the production of milk, the nutrition efficiency of a population of yaks varies from 58% to 116% depending on how many more female yaks compared to males.

If the yaks are allows to grow to adulthood before they are slaughtered, this changes to 32% - 122.9%.


Cows produce more milk and more meat than yaks. However, yaks are pack animals, and fare much better against the cold. Yaks can also be found in the wild, while cows must be bought.

Dromedaries are a more direct competitor to yaks. They are both pack animals that produce milk, but yaks produce 22% more milk on average, while dromedaries allow riders to speed up caravans. They are otherwise very similar - carrying the same load and eating the same amount. Dromedaries can be found in warmer biomes while yaks can be found in colder biomes.


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 60 1 100% 26% N/A[4] Ex.png - Death
Spine 37.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 30 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 22.5 1 3% 3% Body Check.png Blood Pumping
Lung 22.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 22.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 30 1 3% 3% Body Check.png Digestion
Neck 37.5 1 22% 5.5% Body Ex.png Eating
Head 37.5 1 75% 2.475% Neck Ex.png - Death
Skull 37.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 15 1 70% 2.8875% Skull Check.png Consciousness
Damage always results in scarring.
Eye 15 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 18 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 15 1 10% 1.65% Head Ex.png - -
AnimalJaw 15 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 15 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 15 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]

  • 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
  • 1.1.2559 - Decrease minimum comfortable temperature