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Strike ico 128

In-game icon

Strike or Striking is an action performed by pressing the appropriate buttons when available.

Striking is the last step in the counterattacking action. This action is the combat ability that allows you to attempt to fend off an aggressor by striking them with a weapon, with varying success depending on the target.

Mechanics[ | ]

You will only be able to strike when attacked by an animal.

Striking can be performed barehanded, holding a single-handed weapon, and/or a double-handed weapon. However, weapons make striking more successful. Striking with your bare hands is not recommended as this will almost always result in an injury to your hominid.

When attacked, time will slow down and you will be prompted to press and hold buttons in a specific order to counterattack.

  • A successful strike will result in your hominid damaging the attacking animal in a specific way, depending on the weapon in your hands. However, striking isn't without its risks. Depending on the animal and the weapon used, you may sustain no damage. Certain animals can damage you even after a successful strike with the wrong weapon.
  • An unsuccessful strike may result in your hominid falling down to one side with an injury specific to the attacking animal Bleed minor ico Bleed major ico Bleeding, Injury minor ico Injury major ico Injury, Venom Poisoning minor ico Venom Poisoning major ico Venom Poisoning .

A killing animation cut-scene may be triggered by the first strike on an animal, the success rate depending on the type of animal (higher success rates for smaller animals such as Enemy SnakePoison mambas and lower success rate for larger animals such as Enemy Machairodus Machairodus).

After successive successful strikes on the same animal, the animal will begin to show injures (moving slowly, limping, making pained noises, sticks sticking out of them etc.). In this instance another strike may cause a cut-scene showing your hominid killing said animal.

After successfully striking an enemy the first time with each weapon, on onscreen display will alert you to your ability to strike that enemy with that weapon.

As you learn specific neurons, your ability to strike successfully will increase. This lowers the chances of damage and increases your ability to cause harm.

When exploring in a group, your clan members may mimic this action automatically or even initiate it by themselves once the Group Defense (CO 06) neuron is learned. Pay attention to your clan in dangerous situations! The game AI is very bad at using this game mechanic and it could leave your clan members open to harm or even death.

Neurons[ | ]

The following neurons impact striking.

Image Neuron Neuronal Branch Genetic
Mutation?
Description
Motricity - Acute Stress Response - MS 02 Acute Stress Response (MS 02) Motricity No Reactions for escapes and counterattacks are faster.

HOLD (button) to prime dodging or counterattack.
MOVE (button) to choose direction.
RELEASE (button) at the right time to dodge or counterattack.
Dodge - Ataraxia - DO 06 Ataraxia (DO 06) Dodge No A dose of dopamine is secreted following the success of dodging or counterattacking.

HOLD (button) to prime dodging or counterattack.
MOVE (button) to choose direction.
RELEASE (button) at the right time to dodge or counterattack.
Attack - Counter Maneuver - CO 02 Counter Maneuver (CO 02) Attack No The preparation speed for a counterattack against an irascible animal is increased.

HOLD (button) to prime counterattack.
MOVE (button) to turn toward aggressor.
RELEASE (button) at the right time to counterattack.
Attack - Counter Maneuver - CO 03 Counter Maneuver (CO 03) Attack No The preparation speed for a counterattack against a wildlife animal is increased.

HOLD (button) to prime counterattack.
MOVE (button) to turn toward aggressor.
RELEASE (button) at the right time to counterattack.
Attack - Counter Maneuver - CO 04 Counter Maneuver (CO 04) Attack No The preparation speed for a counterattack against a predator is increased.

HOLD (button) to prime counterattack.
MOVE (button) to turn toward aggressor.
RELEASE (button) at the right time to counterattack.
Attack - Fight Response - CO 01 Fight Response (CO 01) Attack No The preparation speed for a counterattack is increased.

HOLD (button) to prime counterattack.
MOVE (button) to turn toward aggressor.
RELEASE (button) at the right time to counterattack.
Attack - Group Defense - CO 06 Group Defense (CO 06) Attack No Clan members have the ability to defend themselves during an attack, provided they have an effective weapon in hand.
Dodge - Infundibular Pathway - BB DO 01 Infundibular Pathway (BB DO 01) Dodge Yes A dose of dopamine is secreted following the success of dodging or counterattacking.

HOLD (button) to prime dodging or counterattack.
MOVE (button) to choose direction.
RELEASE (button) at the right time to dodge or counterattack.
Dodge - Infundibular Pathway - BB DO 02 Infundibular Pathway (BB DO 02) Dodge Yes A dose of dopamine is secreted following the success of dodging or counterattacking.

HOLD (button) to prime dodging or counterattack.
MOVE (button) to choose direction.
RELEASE (button) at the right time to dodge or counterattack.
Dodge - Evasive Action - BB DO 03 Infundibular Pathway (BB DO 03-2) Dodge Yes A dose of dopamine is secreted following the success of dodging or counterattacking.

HOLD (button) to prime dodging or counterattack.
MOVE (button) to choose direction.
RELEASE (button) at the right time to dodge or counterattack.
Self-Control - Internal Process Speed - FR 06 Internal Process Speed (FR 06) Self-Control No Reactions when facing a predator are faster.
Self-Control - Internal Process Speed - FR 07 Internal Process Speed (FR 07) Self-Control No Reactions when facing an irascible animal are faster.
Self-Control - Internal Process Speed - FR 08 Internal Process Speed (FR 08) Self-Control No Reactions when facing a wildlife animal are faster.
Dexterity - Kinesthetic Sense - WH 01 Kinesthetic Sense (WH 01) Dexterity No The success rate of a counterattack is increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
Dexterity - Kinesthetic Sense - WH 02 Kinesthetic Sense (WH 02) Dexterity No The success rate of a counterattack is increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
Self-Control - Perceptual Time Dilation - FR 05 Perceptual Time Dilation (FR 05) Self-Control No Reactions when responding to a threat are faster.
Dexterity - Proprioceptor Efficiency - BB WH 01 Proprioceptor Efficiency (BB WH 01) Dexterity Yes The probabilities of inflicting a lethal blow are increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
Dexterity - Proprioceptor Efficiency - BB WH 01 Proprioceptor Efficiency (BB WH 01-2) Dexterity Yes The probabilities of inflicting a lethal blow are increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
Dexterity - Proprioceptor Efficiency - BB WH 01 Proprioceptor Efficiency (BB WH 01-3) Dexterity Yes The probabilities of inflicting a lethal blow are increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
Dexterity - Proprioceptor Efficiency - BB WH 01 Proprioceptor Efficiency (BB WH 01-4) Dexterity Yes The probabilities of inflicting a lethal blow are increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
Dexterity - Proprioceptor Efficiency - BB WH 01 Proprioceptor Efficiency (BB WH 01-5) Dexterity Yes The probabilities of inflicting a lethal blow are increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
Attack - Released Strength - BB CO 01 Released Strength (BB CO 01) Attack Yes A successful strike causes more damage.

HOLD (button) to prime counterattack.
MOVE (button) to turn toward aggressor.
RELEASE (button) at the right time to counterattack.
Attack - Released Strength - BB CO 02 Released Strength (BB CO 02) Attack Yes A successful strike causes more damage.

HOLD (button) to prime counterattack.
MOVE (button) to turn toward aggressor.
RELEASE (button) at the right time to counterattack.
Attack - Startle Response - CO 05 Startle Response (CO 05) Attack No The preparation speed for a counterattack is maximized.

HOLD (button) to prime counterattack.
MOVE (button) to turn toward aggressor.
RELEASE (button) at the right time to counterattack.
Dexterity - Thrusting Aim - WH 03 Thrusting Aim (WH 03) Dexterity No The success rate of a counterattack on a predator is increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the predator.
RELEASE (button) at the right time to counterattack.
Dexterity - Thrusting Aim - WH 04 Thrusting Aim (WH 04) Dexterity No The success rate of a counterattack on an irascible animal is increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the irascible aggressor.
RELEASE (button) at the right time to counterattack.
Dexterity - Thrusting Aim - WH 05 Thrusting Aim (WH 05) Dexterity No The success rate of a counterattack on a wildlife animal is increased.

HOLD (button) to prime counterattack.
MOVE (button) to face the animal.
RELEASE (button) at the right time to counterattack.
Dexterity - True Aim - WH 06 True Aim (WH 06) Dexterity No The success rate of a counterattack is maximized.

HOLD (button) to prime counterattack.
MOVE (button) to face the aggressor.
RELEASE (button) at the right time to counterattack.
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