Kenshi.zoneWorld Encyclopedia

CreaturesReport

English:Creatures · Creatures

Kenshi's animals are not respawning XP fodder — they are part of the terrain. Their age is their level, almost all of their damage is piercing, and pulling a single tooth off an unconscious one kills it outright.

In Kenshi, most "dangerous zones" are dangerous because of the wildlife, not because of bandits. The Gut is a death trap because of Beak Things; the Swamp swallows entire caravans because of Blood Spiders. Animals cannot be negotiated with. They simply stand on the map and decide which roads are open to you.

Two categories

The engine (FCS) files every non-humanoid character as an "animal", but they split into two lines. Fauna are organic: they get hungry, they bleed, and they can be skinned for hides and meat. Robots bleed engine oil, count as robots for racial damage purposes, drop CPU units and robotics components, and occupy the wildlife niche in zones where the environment is badly enough wrecked that nothing organic survives. Both obey the rules below.

Five shared rules

1. Age is level. The stat sheet is only a base value; combat performance is base × age multiplier — juvenile 0.40x, adult 0.60x, elder 1.10x. An adult with "base 40" is really running on 24. A few special spawns are handed 1.6x–2.1x outright, and those are the genuine monsters.

How many days each stage takes varies by species — the figure is the stage multiplier times that creature's own lifespan. A Skin Spider has a lifespan of just 6 and reaches adulthood in 3.6 days; a Goat is 25, a Boneyard Wolf 45 and a Megacrab 100, reaching adulthood at 15, 27 and 60 days respectively. To see how fast something grows, check its own article rather than borrowing another species' numbers.

NoteThe age multipliers (0.40 / 0.60 / 1.10) come from the game editor, FCS; the Kenshi Wiki does not document these thresholds. lifespan, by contrast, is a field on every creature page.
TipCorollary for pet owners: the juvenile stage is the cheapest time to train. Displayed stats crushed down to 0.4x work like permanently equipped debuff gear — XP gain is enormous — and the animal pays it all back once it grows into elder age and its real level shows.

2. Invisible weapons, rerolled quality. Every animal carries a weapon you cannot see. It comes in three qualities with a substantial spread between them, and it is rerolled on every load, seeded from squad data. Shuffle your characters' order in the squad list, save, reload, and you have rerolled your own animals' weapon quality.

3. Damage is almost all piercing. Animals have very poor cut and blunt numbers; their terrifying output comes almost entirely from the piercing multiplier, which works like a harpoon and is reduced heavily by armour. The consequence is blunt: a bare-handed rookie loses a leg in one hit, while a veteran in heavy armour can stand there and take it.

ImportantThe exceptions are the Garru, the Gorillo and the Domesticated Bull — their damage is weighted towards flat blunt, which armour does not stop.

4. Death items are a life switch. Every species carries a set of death items (animal skin, teeth, claws, raw meat). Take them off an unconscious animal and it dies instantly. That makes them a safe way to finish a downed beast, and it also means that if your squad wipes, there is a good chance the bandits will butcher your animals for meat.

5. Animals are never staggered. Humanoids stumble and can be locked down by combos. Animals cannot, at all.

Behaviour types: who eats you

TypeBehaviourRepresentative species
CarnivoreEats living unconscious charactersBeak Thing, Blood Spider, Skin Spider
ScavengerEats corpses onlyBonedog, Boneyard Wolf, Gorillo, raptors, Landbat, Skimmer
TerritorialAttacks anything near its nest or patrol routeBeak Thing, Bonedog, Crab, Gorillo, Skimmer, Leviathan
DefensiveNeutral until you walk too close, then enragedGarru
HungryComes to eat your cropsRiver Raptor, Swamp Raptor
NeutralNever initiatesGoat, Swamp Turtle, Wild Bull

Only Beak Things have a sense of smell, letting them track blood to a fight in progress; spiders only eat what they knocked down themselves or happened to stumble across. There are two ways of eating: Beak Things and Bonedogs chew limbs off from the bottom up, while spiders, Landbats and Skimmers drain nutrition, emptying the victim's hunger bar directly.

Threat table

Base FCS stats below (multiply by the age multiplier for combat values), plus health and movement speed (mph).

CreatureBase statsHealthSpeedMain zonesThreat
Swamp Turtle10101–1964–8The Swamp, South WetlandsMinimal
River Raptor10118–2635–11Okran's Pride, Northern CoastMinimal
Goat1047.5–8310–21EverywhereLow
Domesticated Bull20 (Str 24)131–2066.7–14.1Holy FarmsLow
Bonedog20107–2288–21Border Zone, Spider Plains, VainLow
Wild Bull20153–2599–31Skinner's RoamLow (passive)
Pack Beast22101–15512.3–30.5Travels with caravansLow
Pack Bull25153–2598.9–30.5Travels with caravansLow
Swamp Raptor30140–3825–11The Swamp, South WetlandsLow (eats crops)
Garru30101–15412.3–30.5EverywhereModerate (passive)
Landbat3095–2517–18Southeastern zonesModerate
Mountain Dog30107–2888–21Accompanies Cannibal HuntersModerate
Crab3566–3236–13Eastern coast, Howler MazeModerate
Skimmer3556–1746–23Skimsands, The Great DesertModerate
Beak Thing35190–42119–38Gut, Bonefields, VainExtreme
Skin Spider4026–527–14Arach, Spider Plains, BonefieldsModerate–high
Blood Spider40 (Str 27)24–297–14The Swamp, South WetlandsHigh (in packs)
Boneyard Wolf40124–4668–28Bonefields, High BonefieldsHigh
Iron Spider40Engine oil6–12Deadlands, The Iron TrailModerate–high
Cleanser Unit50Engine oil4–9AshlandsHigh
Gorillo60150–4149–19Vain, GreyshelfHigh
Security Spider60250 (oil)6–12Ancient labs, armouriesHigh
Black Gorillo80125–3458–19Stobe's Gamble, Sonorous DarkExtreme
Leviathan50 (Str 80, Melee 75)2,600–7,4404–9Leviathan CoastExtreme
Note"Threat" folds in speed, pack size and how easily the animal can be avoided; it is not raw individual strength. A Leviathan's numbers are horrifying but it is slow enough to whittle down with crossbows, while a Blood Spider dies to one hit and is still one of the leading causes of death for new players.

Giants and one-offs

A handful of locations hide oversized versions, most of them owing their overwhelming numbers to extreme age multipliers: the Great White Gorillo (the locked lab in the centre of Mourn, 1.70x–1.80x), the King Gorillo (the Crumbling Labs in Stobe's Gamble, base 100 across the board), the Megacrab (Lost Town, close to 1,400 HP), and the Megaraptor (the Drowned Ancient Citadel Ruin on Raptor Island — up to 2,472 HP, and the only animal in the game with a 100% chance of being female), plus the three champions of the Crab Tournaments. The Elder Beak Thing and Elder Blood Spider are not new species, just individuals that lived long enough.

Purchasable animals

The young ones ain't so bad. They'll eat more as they grow up, but if they're carryin' a bag on their backs you can carry more food around can't ya'? Can't live without 'em on a long journey. — Nomad animal trader

Animals can join your squad like any other character, but the moment you buy one it loses 75% of its Toughness, Melee Attack and Defence, Dodge, Martial Arts, Athletics, Swimming and Stealth. You are buying potential, not a fighter. The main vendors are the Nomads (goats, Pack Beasts, Bonedogs, Pack Bulls, Wild Bulls), the Holy Nation's Holy Farms (Bonedogs, Domesticated Bulls) and the Crab Raiders (crabs, around 14,000 Cats for an adult, no alliance required).

Practical notes: animals cannot lose limbs — the interface showing "limb destroyed" is an oversight, and it heals on its own with time. Except for goats, anything past juvenile size cannot enter buildings and has to be carried in by a humanoid. The Garru Backpack and Bull Backpack come with −90% encumbrance and stack trade goods (6 stacks for the Garru Backpack, 5 for the Bull Backpack), but the lantern hanging off the Garru Backpack wrecks night-time stealth.

Common misconceptions

Lore: where did they come from?

The game never says. What is certain is that this world lived through the collapse of the First Empire and the Second Empire, that ancient labs and runaway machines are scattered everywhere, and that almost every animal shares one feature — bony faceplates or bony ridges. That common design language strongly suggests a common origin, but nothing official spells it out.

A gene-engineering hypothesis circulates in the player community, attributing the Hivers, the Shek and some of the beasts to ancient human experiments in species modification. There is no in-game evidence for this; it is speculation, not setting.

The specific example most often cited for that hypothesis is the Skin Spider. The reading offered by the HeroInHisHead channel is that Skin Spiders are not a wild subspecies that slowly evolved on the Spider Plains, but genetic discards from the ancients' rushed work on the Hivers — leftovers from the same batch of ethics-free experiments[V1 0:07:36]. This is only the channel's speculation and the game text offers nothing to confirm it; but it points in the same direction as the "shared design language" observation above, which is why it circulates so widely in community discussion.

Video citations

  1. All Life Came From Humans (Sort of)HeroInHisHead
Categories: CreaturesBasics