From Official Barotrauma Wiki
Jump to: navigation, search
Version Checkmark True.png Data is up-to-date
Last updated for version
The current game version is

ID: Husk


Sight: 0.5
Hearing: 1

Legs & Arms (see values in Defense section)



Walk speed

0.5 walk (0.9 crouched) - 2.5 run

Swim speed

1 slow - 2.2 fast


Always (excluding stage 3 infected players)

Can Enter Submarine?


only 1 of the items marked with an asterisk * may drop at a time
Items Chance
ID Card icon.png ID Card 100% (1/1)
Velonaceps Calyx Eggs.png Velonaceps Calyx Eggs
27% (1/3.7)
Husk Stinger icon.png Husk Stinger
9% (1/11.1)

The Husk is a human-based enemy that can manifest in Barotrauma.


Husks take on the form of Human divers which have become infected and taken over by an instance of Velonaceps Calyx. Their appearance is equivalent to that of a regular crew member wearing a rusted orange Diving Suit, with the biggest difference being three small stingers protruding out of their broken helmets.

Due to the broken diving suit, the parasite must be capable of adapting both the human body and its organs to withstand the cold temperatures and high pressures exerted by the ocean.

Husks tend to appear in small groups of 2-3 individuals, compensating for their individual frailty, they are usually found in ruins and Wrecks.


Husks act primarily as disruptive enemies. They can enter the submarine through hull breaches (which they cannot cause) like most small monsters, however they also possess the peculiar ability to open doors. This allows them to infiltrate the submarine from the outside as well as enter any room in the submarine while chasing crew members. They can also slowly break said doors down, meaning that welding them inside a room won't keep them trapped forever.

They are easily distinguished from normal diving suit-wearing crew due to the tendril in their headgear, as well as the rusted, grimy look of the outer layer of the suit.

Just like Husked Crawlers, Husks have a small bleed resistance, as well as a constant health regeneration (0.5 hp/s).

Husks will not attack characters in the late stage of husk infection unless attacked first.

Combat strategies

The Husk only attacks in close quarters, so maintaining distance is essential in combat. The Revolver is one of the best weapons to use in combat due to its high power and accuracy. If a player has enough ammunition they can dual wield revolvers to maximise damage output. It is important to aim for the head, as all damage is doubled (see Defense values). However, as players typically encounter Husks in tight spaces filled with water, using the SMG and aiming for the torso is equally as effective, although more expensive since more bullets are expended.
An alternative strategy would be to stun the Husk using a Stun Gun and attack using melee weapons once the stun kicks in. This allows players to conserve bullets whilst avoiding the risk of infection.


Attack Target type Afflictions on hitContextStructure DamageDurationCooldownKinetic ForceNotes
Husk Appendage Character Affliction Bite Wounds.png Bite Wounds 5
Affliction Bleeding.png Bleeding 5 (75% chance)
Affliction Husk Infection.png Husk Infection 5 (50% chance)
Affliction Stun.png Stun 0.5s 
Any  0.25s  Heals the Husk of any Damage (all) by 5 per hit.


Husk Damage Modifiers.png


LimbAffliction Internal Damage.png Damage (all)
Head x 2 
Arms & Legs x 0.5


  • Regalis has mentioned the possibility that Husks could take on a more subtle role as a non-human traitor in Traitor Mode. They would posses unusual abilities and the potential to pass off as regular humans, including abilities such as resistance against the pressure outside the submarine and the ability to breathe underwater.
  • Husks are poisoned by Calyxanide for Affliction Internal Damage.png Internal Damage (+40)* (over 10 seconds)


Very Large
Very Small