Kenshi.zoneWorld Encyclopedia

Robot LimbsReport

English:Robot Limbs · Items & Equipment

Losing a limb in Kenshi is not only a loss — fit a robotic prosthetic and a character gains bonuses no natural limb can ever provide, at the cost of expensive maintenance, Holy Nation hostility, and having to lose the arm or leg for real first.

If a limb is hit by a sharp blade and its health drops below −100, it will be severed. This loss is permanent, and you will have to find a robotic replacement. — loading screen tip

The tip is wrong twice: severing has nothing to do with whether the weapon is "sharp" and any attack can do it; and "permanent loss", in Kenshi's terms, is really an upgrade opportunity. Players routinely cut their own squad members' limbs off on purpose to get at the prosthetic bonuses.

How limbs get severed

Any single blow that drives a limb below −100% of its maximum HP severs it, provided the game's limb-loss frequency setting is not "never".

In practice this is fairly rare in normal combat, for two reasons: the torso is far more likely to be hit than the limbs, and the limb has to fall past −100% first, while a character has usually been knocked out by torso damage well before that. For a Greenlander at full health, assuming 50 damage per hit, the chance of any given limb being severed is only about 2.6%.

There are three ways to produce a severed limb deliberately:

Only humans, Shek, Hivers and Cannibals drop severed-limb items; animals never lose limbs and cannot take prosthetics. Severed limbs left on the ground get carried off and eaten by bonedogs or boneyard wolves.

NoteSkeletons also have to lose the natural limb first before a prosthetic can go on. They are not born able to swap parts freely.

Once it is fitted

As soon as a character is missing any natural limb, the "limbs" button in the inventory becomes active, and prosthetics are equipped and removed exactly like weapons and armour.

NoteProsthetics are handed, and the wrong side will not fit. Left and right legs look identical on a shop shelf, and buying two left legs at once is a very common mistake — one that in the early game means throwing away serious money, since a decent-quality Economy Leg runs around four thousand cats, far beyond a beginner's entire savings[V1 0:05:43].

Model comparison

All figures below are at Masterwork quality. Items marked * cannot be crafted by the player.

Arms

ProstheticPriceMax HPCrossbowsLockpicking/ThieveryStrengthDexteritySwimming
Economy Arm3,20795−11.5%−52.5%—−20.7%−25%
Skeleton Arm16,586 / 18,391170—−10.75%—+25%−25%
Industrial Lifter Arm25,660195—−12%+23.75%—−25%
KLR Series Arm32,075245—−8.75%+10%+10%−25%
Steady Arm (left) *25,660145+25%——+20%−25%
Thief's Arm (right) *25,660145—+25%—+20%−16%

Legs

ProstheticPriceMax HPStealthAthleticsSwimming
Economy Leg4,56195−14%−14%−50%
Skeleton Leg18,293170−42%+10%−25%
Stealth Leg18,440170+25%+4%−25%
Scout Leg18,440145−8%+38%−1%
KLR Series Leg27,367290−52%—−50%

How to choose

The Economy models have a further problem that the stat sheet does not show: in actual play their bonuses are not just ugly, they break easily, and each break has to be repaired with a Robotics Repair Kit[V1 0:07:22]. Fitting a cheap prosthetic, in other words, is not the end of the problem but the start of a stream of follow-up spending.

The prosthetic seller an early player is most likely to meet is not a shop in a town at all but a Western Hive caravan on the road[V1 0:05:43]. That has led some players to rate the Hive's technological level as low-to-middling: they can build machinery and prosthetics, and are one of the earliest sources of prosthetics in the game, but the genuinely good stock stays inside the Hive and never leaves[V2 0:21:09] — that is a player observation and assessment; the game gives no formal ranking of Hive technology.

TipCrossbow bonuses stack multiplicatively: Ninja Rags at 1.1x with a Steady Arm at 1.25x comes to 1.375x (1.1 × 1.25), not 1.35x. The same multiplier also applies to precise shots.

Repairs: the real cost

Maintaining a prosthetic works exactly as it does for a Skeleton, and it is expensive.

That makes prosthetics an ongoing expense rather than a one-off purchase. A prosthetic squad that spends its life at the front is a steady drain on your finances.

NoteThere is a save exploit that clears all wear: unequip the prosthetic, save, reload, and it comes back at full health when refitted.

The Holy Nation problem

A character with robotic limbs is treated as a Skeleton in the Holy Nation and attacked on sight — unless the player's reputation with the Holy Nation is 50 or above.

Even with sufficient reputation, a prosthetic character still cannot interact with any Holy Nation member, including Holy Lord Phoenix, Paladins, priests and shopkeepers. To negotiate, the prosthetic has to come off first. The sole exception is Holy Nation caravans out on patrol — they trade with you whether you are allied or not.

Crafting your own

Prosthetics are made at a Skeleton Limb Bench, and their components are produced at a Robotics Bench.

Unlike weapons and armour, prosthetics have no blueprints. New options unlock purely through research in the crafting tech tree: the Economy models at tech level 4, the Skeleton models at level 5, the rest at level 6. Every prosthetic except the Steady Arm and the Thief's Arm can be self-made.

Output quality is determined by the Robotics skill — the same skill used for repair kits and for producing components. Quality has a random element, and a smith who is injured or working in poor light produces worse results.

TipProsthetic crafting has one advantage over weapon and armour smithing: once the Robotics skill is high enough, every product comes out at the top quality, with no need to gamble on critical successes.

The component chain is fairly long (iron plates → presses/motors → skeleton muscle → robotics components), and players working out of a bought house usually just buy finished robotics components and skip a great deal of the preliminary work.

Where to get them

Shops that sell prosthetics: Hive robotics shops, the Mongrel Robotics Workshop, robotics shops, robotics workshops, and travel and repair shops.

Prosthetics also generate at random through the artifact system in locations with an "equipment artifact value", always at Specialist or Masterwork quality, and each prosthetic exists in only one copy per quality in the whole world (the Economy models excepted). See Items overview.

Trivia

Further reading

Video citations

  1. Kenshi | The Nugget Mafia (Ep. 1)HeroInHisHead
  2. Kenshi Base Building - Mountain HiveHeroInHisHead