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Rapporter et oversættelsesproblem
MoveSpeed: 6.5
ArmorRating Blunt/Sharp/Heat: 10/85/200
ImmunityGainSpeed: 1.2
InjuryHealingFactor: 1.5
EatingSpeed: 2
FoodPoisonChance: 0.35
BondAnimalChanceFactor: 3
ButcheryFleshEfficiency: 1.2
MeleeHitChance: 1.35
MeleeArmorPenetration: 0.2
MeleeDodgeChance: 1.25
CarryingCapacity: 100
HungerRateMultiplier: 1.2
MentalBreakThreshold: 0.5
ResearchSpeed: 0.7
ConstructionSpeed: 1.5
DrugSynthesisSpeed: 0.75
ButcheryMechanoidEfficiency: 0.85
In short, they are VERY good at combat and will make terrifyingly effective melee combatants. They already have the same recovery speed as if they had a healing enhancer, and if combined with said enhancer or traits that improve injury recovery speed and are wearing good armor, their wounds might actually heal faster than the opponent(s) can make them. In addition, they're likely to be the last sane colonist after everybody else has started the tantrum spiral. The downsides are that they're slow researchers, slow at making drugs, slow at mech shredding, and are more expensive to keep fed. But hey, these are a very good front-line shock troop. Give them a shield belt, power armor, and a monosword, then sit back and watch the show. (But mind the splash zone.)
Also, "Bloodlust" is basically just a renamed Abrasive trait, which just means they're more likely to get into social fights. ("Brawler" is just a race-specific Brawler trait. They're better at melee but get insulted when holding/using ranged weapons.)
The only thing I'm not quite sure about is Dragon Rage, which they get into during combat but it doesn't look like that actually does anything, and Regenerative Exhaustion (Which they get once combat is over.) which boosts the regeneration rate to 3, doubling their healing process for a time. (Or increasing it by 300%, not entirely sure how the math works.)