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Up to date as of February 02, 2010

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USS Centaur could refer to:

This is a disambiguation page — a navigational aid which lists pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.

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Up to date as of February 01, 2010
(Redirected to Category:Centaur article)

From EQ2i, the EverQuest II wiki

Race: Centaur
other resources

A mythical being that is half man and half horse, they can be found in vast herds in The Thundering Steppes and The Lesser Faydark.



This category has the following 3 subcategories, out of 3 total.




This article uses material from the "Category:Centaur" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010

From The Vault

location: Core Region
Capital Wasteland

Centaurs are misshapen, mutated creatures. They are a by-product of infection by the Forced Evolutionary Virus, and some of them were created by the Master by tossing a varied mix of humans, dogs and other types of animals into an FEV nutrient vat to be infected by the virus and then see what mutant chimera emerged as the virus produced rapid and unpredictable mutations. As a result, Centaurs can differ quite radically in physical appearance from one another.

The Centaurs are not only created by the FEV, they also seem to live quite successfully in a heavily irradiated environment.




West Coast

In the Core Region, Centaurs were created by the Master and frequently travel in packs with floaters. They encompassed a large bulk of the Master's armies and are commonly found with the nightkin and other remnants of the Master's army who roam Northern California.

Capital Wasteland

The Centaurs encountered in the Capital Wasteland are physically different from the Centaurs from the Core Region, trading the dog-like head for a human one and the feelers on their back for 3 long, tentacle-like tongues. Like their western counterparts, they are created by infection with the FEV along with the Super Mutants, so their birthplace is Vault 87. Unlike its Core Region "cousins", the Capital Wasteland Centaur uses a ranged attack: a high-arcing, slow-moving saliva projectile that can carry lethal doses of radiation. Oddly enough, it is capable of igniting lingering gas vapors as well, indicating some kind of pyrophoric quality. Centaurs are known to accompany Super Mutants as "guard dogs", so if you see one, expect to find Super Mutants ahead.

Combat statistics

Fallout and Fallout 2

Statistic Value
Strength 7
Perception 2
Endurance 7
Charisma 1
Intelligence 2
Agility 9
Luck 6
XP {{{XP}}}
Derived Statistics
Statistic Value
Carry Weight 200
Sequence 16
Hit Points 150
Healing Rate 2
Armor Class 24
Action Points 9
Critical Chance 6
Unarmed Damage 0
Melee Damage 10
Type Resistance Threshold
Normal 35% 4%
Laser 20% 4%
Fire 15% 4%
Plasma 25% 4%
Explosive 30% 4%
Electrical 10% 1%
EMP 500% 0%
Poison 35%
Radiation 14%
Skill Value
Small Guns 0
Big Guns 0
Energy Weapons 0
Unarmed 48%
Melee Weapons 58%
Throwing 0

Fallout 3

Centaurs can pose, at best, a moderate threat level to players but are generally a weak enemy . Their weak spot is their long, tentacle-like tongues which can be easily targeted in V.A.T.S.. Usually they don't carry anything, although they sometimes carry chems like Jet, small amounts of caps, and rarely random items like Teddy Bears. Also another possible drop is a bobby pin or two. They spit slow moving, radioactive balls as a ranged attack which may ignite nearby gas leaks, but is relatively easy to dodge. The damage done by the spit itself is low, but can increase your rads quickly (+4 per second for 10 seconds). When up close, the Centaur whips its tongue at you. This melee attack is rather delayed, usually slower than the player's melee attacks. Centaurs are rarely found wandering alone and so may indicate that Super Mutants are nearby.


Given their origins as a chimeric collection of various creatures fused together by FEV infection, it is likely that there should be a high variation in the composition and appearance of both Capital Wasteland and Core Region Centaurs. However they are represented by one type of model, presumably due to budget reasons and time contraints. Of course, there is the possibility that the FEV mutates organisms in certain consistent ways, and this could be accounted for by the uniform appearance and demeanor of the Super Mutants.

An easy way to kill Centaurs is to let them chase you into a river, then swim into deep water. Centaurs cannot float or swim, causing them to eventually drown.

Centaurs may pose a threat due to their stealthiness (a walking Centaur sounds similar to the thumping sound a wounded player will hear) and high Perception (according to an in-game loading message, they serve as "watchdogs" for Super Mutants). Centaurs are likely to cause unintended "jumpy" moments; when they spot a careless player in sneak mode and manage to attack said player from behind. They are prone to doing this in places like Vault 87, Chryslus Building, Our Lady of Hope Hospital, and Georgetown.

It may be preferable to take out a Centaur with a close-quarter weapon such as the Combat Shotgun, a Frag Grenade, or a strong melee weapon. They tend to be sturdier than Raiders, but are so slow moving that they're generally less of a threat. Their tongue-based melee attack is much more predictable and less harmful than their radiation spit attack, which has the nasty side-effect of causing some significant rad increases. They will only use their melee attack at close range, and they will use their radiation spit at any other range.


Centaurs appear in Fallout, Fallout 2 and Fallout 3.

Creatures in the Fallout games

This article uses material from the "Centaur" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Centaur may refer to:

This article uses material from the "Centaur" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

A Shiverpeak Warrior, a typical Centaur

Centaurs are a class of monster, i.e. a species in the bestiary of Guild Wars.

Centaurs are creatures that feature the body of a horse with the upper torso, arms and head of a humanoid, with two curved, bovid horns growing on the head.

Centaurs are among the more intelligent creatures in Tyria, with a complex social structure. They used to live in peace with humans, but are now at war with them.

By their name and their habitat, Tyrian centaurs can be split up into four groups:

  1. Shiverpeak Centaurs in the Northern Shiverpeaks, led by Horm Frostrider
  2. Maguuma Centaurs in the Maguuma Jungle, led by Ramtha Brokenhoof
  3. Losaru in the Crystal Desert.
  4. Modniir in the Far Shiverpeaks.

There is only one named group of Centaurs in Elona, the Veldrunner pride of Kourna, although the existence of other unnamed prides is mentioned. Though they are not at open war with humans, and bicker amongst themselves, they are very disdainful of humans in general.



Centaurs usually come in groups of 3-5, with a mixture of melee attackers, ranged attackers, spellcasters and healers. There is no predominant profession among Centaurs; they have specialists in every core profession. It is this mixture that makes them dangerous. Bringing down the support units, especially the healers, quickly is essential when attacking such a group.

Furthermore keep in mind that Centaurs . . .

Items dropped

Centaurs may drop the following loot (besides gold and various weapons and items):

Collectable Drops Centaur Manes
Crafting Materials None
Salvage Items various
(Centaur Hides)

Known Sub-Types

Region Sub-Species
(Profession Level)
Collectable Drop
Shiverpeak Mountains Ranger8 Shiverpeak Longbow
Warrior8 Shiverpeak Warrior
Monk8 Shiverpeak Protector
Shiverpeak Mane
Maguuma Jungle Ranger16 Maguuma Hunter
Monk16 Maguuma Protector
Warrior16 Maguuma Warrior
Elementalist16 Maguuma Avenger
Mesmer16 Maguuma Enchanter
Necromancer16 Maguuma Warlock
Maguuma Mane
Crystal Desert Warrior20 Losaru Bladehand
Ranger20 Losaru Bowmaster
Monk20 Losaru Lifeband
Mesmer20 Losaru Windcaster
Losaru Mane
Far Shiverpeaks Warrior20 Modniir Berserker
Ranger20 Modniir Hunter
Monk20 Modniir Priest
Monk20 Modniir Shaman
Modniir Mane

Prominent Centaurs

For an alphabetic list of all Centaurs, including bosses and centaur NPCs, see also: Category:Centaurs


  • Centaurs are creatures of Greek mythology.
  • According to Olias, Centaurs have a bone structure similar to the Charr.

This article uses material from the "Centaur" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

Release date Unknown edit
Race Centaur
Members NPC? Yes
Quest NPC? No
Location Centaur Valley
Sells items? No
Skill requirement? No
Quest requirement? Yes - A Fairy Tale Part II
Gender Male/Female.
Examine Horseplay.
Notable features Human/ horse hybrid

A Centaur is a creature in the Enchanted Valley, a place only accessible by the use of the Fairy Ring transportation system. When talked to, they say things such as "Strange creature, you only have two legs". Centaurs were followers of Saradomin, nearly driven extinct in the God Wars.

Bree, a centaur in the God Wars Dungeon, is the only attackable centaur in the game.

To enter the Enchanted Valley the code BKQ must be entered at the main Fairy Ring in Zanaris.

Wikipedia has an article about:

Centaurs in RuneScape (with the exception of Bree in the God Wars Dungeon) use the same skins as those in Armies of Gielinor.

This article uses material from the "Centaur" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010
(Redirected to K'kree article)

From Traveller Wiki - Science-Fiction Adventure in the Far future

The K'kree (once called Centaurs by humans) are among the most massive of the major races and are the only one of the major races to be descended from herbivores. An adult K'kree stands about 1.5 meters at the shoulder and between 2.0 and 2.4 meters tall when standing erect. Weight averages 550 kg. They are bilaterally symmetrical, hexapodal, and homeothermic. They bear some resemblance to the centaurs of ancient Terran myth, a trait noted by the earliest human explorers.

The word K'kree comes from their own language, and translates literally as all the nobles, or more broadly, The Herd.

The arrangement of the manipulative organ (or hand) on the front limb is one of their most interesting features. Complex or cartilaginous tubes permit the fingers of the K'kree hand to telescope up out of the way when the hand is used as a weapon. Fully extended, the fingers are mutually opposable to each other and to the "thumb" which is in reality an extension of the ulna. The K'kree hand is very flexible but somewhat weaker in grasping power than the human hand.

The K'kree are covered with a short gray or black fur and with a dense black mane covering the head and neck and upper back of both sexes. Unlike Terran mammals, the young are fed partially digested, regurgitated food instead of milk. Males average 15 percent to 20 percent larger than females.

K'kree are extremely conservative in all aspects of their culture. Ceremonial military units (such as bodyguards) are armed with equipment which K'kree military technology outdated centuries ago, and (aside from modifications made necessary by the discovery of space flight) K'kree government has not changed significantly in centuries.

Because of their origins as plains-dwelling herd animals, the K'kree are claustrophobics; they cannot stand to be enclosed. K'kree cities are clumps of low, broad, buildings; the interior is never more than one story in height, which allows the sky to be visible. Internal building divisions are achieved with curtains or tapestries.

K'kree are extremely gregarious. They are never found alone, and will quickly sicken and die if removed from other K'kree for any length of time. Receiving a trade or diplomatic delegation from the K'kree means entertaining the entire family (one or more wives, servants, scribes, assistants, etc.) of the merchant or the ambassador. The K'kree word for "my" refers to a possession of an individual's herd, not to that of an individual. Privacy and individuality are exotic and little understood concepts for the K'kree.


K'kree society is divided into castes. The system is a remnant of ancient times which no longer fits K'kree culture perfectly, but the K'kree stick with it because it is traditional. There are hundreds of castes, but the distinctions are too faint for non-K'kree to understand. For simplicity, castes can be divided into three general groupings: noble, merchant, and servant. It is possible for a family to rise in caste, but this is a rare occurrence.

The lowest caste, the servants, has come to include farmers, factory workers, and unskilled laborers as well as servants for all classes.

The next higher caste, the merchants, includes most skilled workers, scientists, engineers, technicians, scribes, and government administrators, as well as merchants and businessmen.

Nobles are the governmental officials (the Krurruna and others), the high military officers, diplomats, and heads of trade and manufacturing concerns. Nobles are usually garbed in much more ornate fashion than the lower castes.

Every male K'kree must serve a term in the military upon coming of age. Warriors are drawn from all castes; rank in the military is determined by the caste of origin (nobles enter the service as general officer trainees, merchants as lower officers and noncommissioned officers, etc.). Upon completing the required term of service, a warrior returns to his original caste and position. Warriors are the only K'kree permitted to bear weapons, and they are further distinguished by their peculiar flared and horned helmets. They serve as soldiers, police, firefighters, and bodyguards for diplomatic and mercantile expeditions.

Female K'kree are casteless, and take on the caste of their father or husband. Females have no position in government or society other than the rearing of young.


The basis of K'kree government is rooted in the traditional herd system. The basic unit of government is the herd, which consists of thousands of individuals of all sexes, castes, and ages led by krurruna (literally: bosses) under a single steppelord.

In recent times, most herds have been assigned specific geographic areas (several may be assigned to a city or a single herd may be assigned millions of hectares of farmland). A number of herds are governed by a single "lord of steppelords" (usually the ruler of a planet); and the K'kree race as a whole is ruled by a "Steppelord of the 2000 Worlds."

The K'kree have fought one war with another Major Race the Hivers see Hiver-K'kree War.

K'kree Calendar

The K'kree calendar is based on the period of Kirur (Ruupiin 1315) (the K'kree homeworld) around Gzang, its star. The K'kree Pim!bigr (year) is 439.56 standard days in length.

This article has Metadata
This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises and by permission of the author.
Supplement 8 Library Data (A-M)
K'kree (Alien Module)
– GURPS Traveller: Alien Races 2

This article uses material from the "K'kree" article on the Traveller wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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