Difference between revisions of "Thrumbo"

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{{infobox main|animal|
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{{infobox main|animal
|name = Thrumbo
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| name = Thrumbo
|image = Thrumbo.png
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| image = Thrumbo.png
|description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.<br>Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.
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| description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.<br/>Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.
|type = Animal
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| type = Animal
|movespeed = 5.5
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| movespeed = 5.5
|armorblunt = 40
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| armorblunt = 40
|armorsharp = 60
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| armorsharp = 60
|armorheat = 30
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| armorheat = 30
|min comfortable temperature = -65
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| min comfortable temperature = -65
|max comfortable temperature = 50
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| max comfortable temperature = 50
|flammability = 0.7
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| flammability = 0.7
|marketvalue = 4000
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| marketvalue = 4000
|filth rate = 8
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| filth rate = 8
|ridingspeed = 1.6
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| ridingspeed = 1.6
|bodysize = 4
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| combatPower = 500
|healthscale = 8
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| bodysize = 4
|hungerrate = 1.75
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| healthscale = 8
|diet = herbivorous and dendrovorous
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| hungerrate = 1.75
|leathername = thrumbofur
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| diet = herbivorous, dendrovorous
|wildness = 0.985
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| leathername = thrumbofur
|manhuntertame = 0
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| wildness = 0.985
|manhunter = 1
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| manhuntertame = 0
|trainable = advanced
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| manhunter = 1
|gestation = 20
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| trainable = advanced
|offspring = 1
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| gestation = 20
|mateMtb = 12
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| offspring = 1
|lifespan = 220
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| mateMtb = 12
|juvenileage = 0.75
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| lifespan = 220
|maturityage = 1.332
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| juvenileage = 0.75
|tradeTags = AnimalExotic
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| maturityage = 1.332
|attack1dmg = 23
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| tradeTags = AnimalExotic
|attack1type = Scratch
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| attack1dmg = 23
|attack1cool = 2
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| attack1type = Scratch
|attack1part = horn
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| attack1cool = 2
|attack2dmg = 23
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| attack1part = horn
|attack2type = Stab
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| attack2dmg = 23
|attack2cool = 2
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| attack2type = Stab
|attack2part = horn
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| attack2cool = 2
|attack3dmg = 28
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| attack2part = horn
|attack3type = Bite
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| attack3dmg = 28
|attack3cool = 2.6
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| attack3type = Bite
|attack3part = teeth
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| attack3cool = 2.6
|attack3chancefactor = 0.7
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| attack3part = teeth
|attack4dmg = 19
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| attack3chancefactor = 0.7
|attack4type = Blunt
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| attack4dmg = 19
|attack4cool = 2
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| attack4type = Blunt
|attack4part = front left leg
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| attack4cool = 2
|attack5dmg = 19
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| attack4part = front left leg
|attack5type = Blunt
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| attack5dmg = 19
|attack5cool = 2
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| attack5type = Blunt
|attack5part = front right leg
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| attack5cool = 2
|attack6dmg = 17
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| attack5part = front right leg
|attack6type = Blunt
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| attack6dmg = 17
|attack6cool = 2
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| attack6type = Blunt
|attack6part = head
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| attack6cool = 2
|attack6chancefactor = 0.2
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| attack6part = head
 +
| attack6chancefactor = 0.2
 
}}
 
}}
'''Thrumbos''' are large, powerful [[animals]] not native to any [[biome]], instead appearing in all biomes through a random event.  
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'''Thrumbos''' are large, powerful [[animals]] not native to any [[biome]], instead appearing in all biomes through a random [[Events/Incidental#Rare thrumbos|event]].  
  
 
== Diet ==
 
== Diet ==
Thrumbos are both herbivorous (eating growing plants and harvested vegetables) and dendrovorous (eating live [[trees]]). Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]] {{royaltyIcon}} or [[gauranlen tree]]s{{IdeologyIcon}}.
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Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]],{{RoyaltyIcon}} [[gauranlen tree|gauranlen]],{{IdeologyIcon}} [[polux tree|polux]],{{BiotechIcon}} or [[harbinger tree]]s.{{AnomalyIcon}}
  
==Training ==
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== Training ==
 
{{TrainingTable}}
 
{{TrainingTable}}
  
 
== Analysis ==  
 
== Analysis ==  
Thrumbos are difficult but rewarding to kill. They are extremely powerful and a rampaging one can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 ''dozen'' shots to down one. They can move faster than a colonist and their horn inflicts massive damage. Never, ever engage them except on favorable terms.
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Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of {{P|Health Scale}}, extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 ''dozen'' shots to down one, and never engage them except on favorable terms.
  
However, should you kill one, the rewards are significant. They yield the most [[meat]] of any animal when butchered, tied with [[Elephant]]s and [[Megasloth]]s. The [[thrumbo horn|horn]] is both valuable, worth 800 [[silver]], and a fairly powerful melee weapon equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Note however that Juvenile thrumbos will not drop horns. Their [[Thrumbofur|fur]] is itself valuable to sell, but also makes some of the most valuable and highly protective clothing in the game - a Thrumbofur [[duster]] is worth over a thousand silver, is almost as protective against sharp damage as a steel [[plate armor]] and can be worn with a [[flak vest]].  
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With the right strategies, they can be reliably killed. Their [[thrumbo horn|horn]] is worth {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}, and is a modestly powerful melee weapon, equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Their [[Thrumbofur|fur]] is valuable, worth a thousand silver, and protective. The duster alone is almost as protective as steel [[plate armor]], but can be worn over a [[flak vest]] for incredible protection. Note that juvenile thrumbos do not drop horns.
  
In the early game, acquiring a [[psychic shock lance]] from an exotic goods trader (cost ~600 silver, two-use), shocking a thrumbo (or two!) and butchering can jump-start a player's silver stockpile since that investment can be converted into multiple 1000 silver [[duster]]s (assuming normal [[quality]]), two 500 silver [[thrumbo horn|horn]]s, and enough meat for over 100 [[simple meal]]s. Alternatively, a [[psychic insanity lance]] can be used to get even more thrumbos, though they might be damaged. Aim for the healthiest thrumbo so it can cause the most mayhem among the herd.
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While a number of hunting strategies are viable, the use of a [[psychic shock lance]] bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before [[difficulty]] modifiers, [[Butchery Efficiency]], and [[Trade Price Improvement]]:
  
An incapacitated thrumbo is an excellent opportunity to train [[Medicine|healing]] skills as they can sustain dozens of treatable wounds and still survive. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.
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* The lance costs {{Icon Small|Silver||{{Q|psychic shock lance|Market Value Base}} }}. It can down 2 thrumbos.
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* The horns alone are worth 2x {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}.
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* The fur is worth {{Icon Small|Silver||{{#expr:{{Q|Thrumbo|Leather Yield}}*{{Q|Thrumbofur|Market Value Base}} }} }} - before it is processed.
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** This is enough to create {{#expr:2*{{Q|Thrumbo|Leather Yield}}/{{Q|Duster|Resource 1 Amount}} }}x dusters, worth {{Icon Small|Silver||{{#expr:4*{{Market Value Calculator|Duster|Thrumbofur|Normal}} }} }} in total at only Normal [[quality]].
 +
* They also yield enough meat for {{#expr:2*{{Q|Thrumbo|Meat Yield}}/10}} [[simple meal]]s.
 +
 
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As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice. Depending on the skills of the colonists, the exact numbers can vary by a lot.
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Thrumbos may be affected by the [[Events#Animal_self-tamed|Animal self-tamed]] and [[Events#Mad animal|Mad animal]] events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough.  
  
 
=== Tending and bonding ===
 
=== Tending and bonding ===
If you can [[downed|down]] a thrumbo with small arms fire (as opposed to killing it or downing it via other means), it will often have dozens of wounds to tend. At a .4% (.004, or 1 in 250) chance to [[bond]] with each wound tended, that can add up to something worth pursuing; tending 40 wounds is ~15% chance of bonding. The other side of this coin is a caution - if you are after the horn/fur/meat, or the thrumbo is crippled from critical shots to the brain/spine/limbs, you may not ''want'' a bond to form - the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20(!) days]].
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If you can [[downed|down]] a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train [[Medicine|healing]] skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.
 +
 
 +
With a 0.4%, or 1 in 250, chance to [[bond]] with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of [[Medical]] skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.
  
==Hunting tactics==
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Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not ''want'' a bond to form - the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20 days]].
* '''Firing line:''' The most basic approach, draft a half-dozen or more colonists with high rate-of-fire weapons, line them up at maximum range, and unload.  If you can maneuver to put obstacles between you to slow down its charge ([[chunk]]s, [[Move_Speed#External_factors|mud or water]], or something man-made like [[barricade]]s or [[sandbags]]), so much the better. Weapons with a high rate of fire, such as the [[LMG]] or (better) [[minigun]], are perfect since they have their inaccuracy reduced when firing at a large target. Slow firing, single-shot weapons such as the [[bolt-action rifle]] or [[revolver]] are not as good - you want lots of bullets downrange.  As the chance to hit it in the leg(s) multiple times and slow it down is good, you can easily combine this with the "kiting" approach, below, without needing anything more than a healthy pawn (and a little luck).
 
  
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out.
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== Hunting tactics ==
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Tactics can be separated into a couple of key categories:
  
* '''Trap:''' By building a room around while it sleeps, you can inebriate it by storing beer within and it will eventually pass out / die. Another option is to set the room on fire to kill it from burning or heatstroke. However, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable as the thrumbo may break out before you successfully down it. Starving it does not work for the same reason.
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=== Just shooting it ===
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The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or [[chunk]]s to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out!
  
* '''Kiting:''' Using a fast colonist (at least 120% Moving; use [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait, lure it through a firing squad or turrets laying fire from a distance. If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attack something else instead.
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[[Door]]s and [[autodoor]]s can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them.  
  
*'''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets in a chosen area, maybe your crop fields or just an empty area. Then, trigger the thrumbo to attack and escape inside the colony (Make sure all colonists are drafted/ restricted to minimize death risk). The automatic turrets will do the rest shredding our target to pieces. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.
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The Burden or Stun [[psycast]]s {{RoyaltyIcon}}, if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high [[neural heat]] capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.
**It's possible to combine ranged ganking with turrets, but do it ONLY if you are trusting your firepower.
 
  
* '''Peek-a-boo:''' Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.
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*'''Kiting'''
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Use a fast colonist (at least 120% Moving; 2 [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead.
  
* '''Melee ganking:''' If and only if you have enough melee fighters with good equipment, you can rush the thrumbo down. You will need at least 4 very well-armored colonists, or 6 modestly armored colonists. Have all your fighters be fully armored, and equip the highest damaging melee weapon they can find, such as the Longsword. You can combine this with a firing squad to chip at the thrumbo while your brawlers cut it down; in this case, it's best that you outfit them with [[shield belt]]s to prevent friendly fire. Note that your colonists are bound to lose a hand or two so have a replacement ready.
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* '''Peek-a-boo'''  
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Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).
  
* '''Animal ganking:''' Similar to melee ganking with your colonists, except with your more expendable battle animals. Draft a trainer who has animals trained with Release assigned to him, provoke the thrumbo with ranged fire, then hit 'Release animals' for the trainer, and watch as the thrumbo is helplessly swarmed by your angry horde of whatever. Ranged fire provides good support for this, but remember never to let your bonded animals into battle as they have a great chance of dying and giving their master a long-lasting poor mood.
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* '''Sniper'''  
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A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.
  
* '''Hunter stealth:''' A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo with a relatively low risk of aggroing. After 4 or 5 hits the animal can be left alone to slowly bleed to unconsciousness.
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=== Entrapment ===
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The basic idea is simple. Encase a sleeping thrumbo in a room, fully surrounding it with [[wall]]s - wood is fine. Before you close it in, place 35 [[beer]]s, enough to get the thrumbo blackout drunk. Beer counts as a food item - when the thrumbo gets hungry, it will drink all of it and pass out. You can then assign a colonist to hunt, netting you a free thrumbo corpse.
  
* '''Sniper:''' A pawn with a [[sniper rifle]] and [[bionic eye]]s can take down a thrumbo alone, totally undetected even when maddened and passing by relatively close.
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* '''Food as bait:''' On maps with no/little trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food. Beer counts as source of nutrition, i.e., food. Create a room with food and an opening, and when the thrumbos enter, seal it off.
 +
* '''Other trap methods:''' [[Heatstroke]] could feasibly be used to kill the thrumbo. [[Fire]] could work, but it damages the corpse. Starvation could work, but the thrumbo will constantly be trying to break out of its cell.
  
* '''Food as bait:''' On maps with no trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food, through traps, into kill boxes, into slowing terrain etc. making it easier to kill.
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=== Let other people do it ===
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Aggro a thrumbo. A manhunter thrumbo will attack a trade [[caravan]], a group of [[raider]]s, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your "friends" will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.
  
* '''Beer as bait:''' [[Beer]] sates a small amount of hunger, so it can be used as bait as above. But it also takes 35 beers to satisfy a thrumbo, which is enough to get it to 96% drunk, and thus induce unconsciousness. For 35 beers per thrumbo, it is perfectly safe method of killing them, but only on the right type of map.
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A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will have both combatants bleed out to death. A [[psychic insanity lance]] can make thrumbos berserk. The Berserk, Berserk Pulse, and Manhunter Pulse [[psycast]]s {{RoyaltyIcon}} all do what they say on the tin. [[Genes#Animal warcall|Animal warcall]]{{BiotechIcon}} will call a thrumbo to only be aggressive against enemies.  
  
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=== Static defenses ===
 +
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out.
 +
* '''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target online turrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.
 
* '''Artifacts:''' Shoot with a [[psychic shock lance]], rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.
 
* '''Artifacts:''' Shoot with a [[psychic shock lance]], rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.
**Alternatively, shooting with a [[psychic insanity lance]] will make the thrumbo attack anything on sight including other thrumbos around, meaning that they will kill or at least incapacitate each other. Maddened thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them, provided that the thrumbo is downed or you can outrun the thrumbo.
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** If you're really feeling like overkill, then shoot the thrumbo herd with an [[orbital bombardment targeter]] or [[orbital power beam targeter]]. Even then, thrumbos are so tough they may survive.
**If you're really feeling like overkill then shoot the thrumbo herd with an [[orbital bombardment targeter]] or [[orbital power beam targeter]]. Even then, thrumbos are so tough they may survive.
 
  
* '''Raid Baiting:''' Attacking a thrumbo during a raid can, with a long range weapon and good timing, cause it to attack the raiders instead of your colonists. Either the raid will kill the thrumbo, or the thrumbo will force the raid to flee - at which point you can finish off the weakened loser.
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== Taming ==
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Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-[[Mental break#Manhunter|manhunter]] thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a [[Mental inspiration#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.
  
*'''Psycasts:''' If Royalty is enabled, [[psycasts]] such as [[Psycasts#Stun|Stun]], [[Psycasts#Burden|Burden]] and [[Psycasts#Skip|Skip]] can make kiting the thrumbo significantly safer and easier.
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Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a Cryptosleep casket you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.
  
==Taming==
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Successfully tamed thrumbos are of little use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high [[Animals#Taming|wildness]] means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength.  
Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-[[Mental break#Manhunter|manhunter]] thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a [[Mental inspiration#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.
 
 
 
Successfully tamed thrumbos are of little everyday use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high [[Animals#Taming|wildness]] means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength.  
 
  
 
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.
 
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.
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Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.
 
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.
 
Thrumbos may be affected by the "<Animal> Self-tamed" or "Manhunting <Animal>" events.
 
  
 
== Health ==
 
== Health ==
{{Animal Health Table}}
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{{Animal Health Table|QuadrupedAnimalWithHoovesAndHorn}}
 
 
===Armor vs. weapon types===
 
  
 +
=== Armor vs. weapon types ===
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Armor
 
! Armor
 
|-
 
|-
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}
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| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}
 
|}
 
|}
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 +
== Gallery ==
 +
<gallery>
 +
Thrumbo east.png|Thrumbo facing east
 +
Thrumbo north.png|Thrumbo facing north
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Thrumbo south.png|Thrumbo facing south
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Dessicated thrumbo east.png|Thrumbo decaying
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
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* 1.3 - Revenge chance on tame fail 1.8%->0%; Meat yield 360->560; Leather yield 120->160; Hunger rate 3.5->2.8; Gestation time 60 days->20 days.
 
* 1.3 - Revenge chance on tame fail 1.8%->0%; Meat yield 360->560; Leather yield 120->160; Hunger rate 3.5->2.8; Gestation time 60 days->20 days.
 
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.
 
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.
{{nav|animal}}
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 +
{{Nav|animal|wide}}
 
[[Category:Animals]]
 
[[Category:Animals]]
 
[[Category:Wild animal]]
 
[[Category:Wild animal]]

Revision as of 20:44, 3 September 2024

Thrumbo

Thrumbo

A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.
Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.

Base Stats

Type
Animal
Market Value
4000 Silver
Flammability
70%

Armor

Armor - Sharp
60%
Armor - Blunt
40%
Armor - Heat
30%

Pawn Stats

Combat Power
500
Move Speed
5.5 c/s
Health Scale
800% HP
Body Size
4
Mass - Baby
48 kg
Mass - Juvenile
120 kg
Mass - Adult
240 kg
Carrying Capacity
300 kg
Riding Speed
1.6
Filth Rate
8
Hunger Rate
2.8 Nutrition/Day
Diet
herbivorous, dendrovorous
Life Expectancy
220 years
Manhunter Chance
100%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Advanced
Wildness
99%
Minimum Handling Skill
10
Mate Interval
12 hours
Maturity Age
1.332 years
Juvenile Age
0.75 years (45 days)
Comfortable Temp Range
-65 °C – 50 °C (-85 °F – 122 °F)

Production

Meat Yield
560 Thrumbo meat thrumbo meat
Leather Yield
160 Thrumbofur thrumbofur
Gestation Period
20 days
Offspring Per Birth
1

Melee Combat

Attack 1
Horn
23 dmg (Scratch)
34 % AP
2 second cooldown
Attack 2
Horn
23 dmg (Stab)
34 % AP
2 second cooldown
Attack 3
Teeth
28 dmg (Bite)
42 % AP
2.6 second cooldown
0.7 chance factor
Attack 4
Front left leg
19 dmg (Blunt)
28 % AP
2 second cooldown
Attack 5
Front right leg
19 dmg (Blunt)
28 % AP
2 second cooldown
Attack 6
Head
17 dmg (Blunt)
25 % AP
2 second cooldown
0.2 chance factor
Average DPS
6.33
Technical
tradeTags
AnimalExotic


Thrumbos are large, powerful animals not native to any biome, instead appearing in all biomes through a random event.

Diet

Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live trees. Note that unlike the other dendrovore, the alphabeaver, thrumbos will not eat anima,Content added by the Royalty DLC gauranlen,Content added by the Ideology DLC polux,Content added by the Biotech DLC or harbinger trees.Content added by the Anomaly DLC

Training

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.png
Rescue:  Check.png
Haul:  Check.png

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Analysis

Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of 8, extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 dozen shots to down one, and never engage them except on favorable terms.

With the right strategies, they can be reliably killed. Their horn is worth Silver 800, and is a modestly powerful melee weapon, equivalent to an excellent steel longsword. Their fur is valuable, worth a thousand silver, and protective. The duster alone is almost as protective as steel plate armor, but can be worn over a flak vest for incredible protection. Note that juvenile thrumbos do not drop horns.

While a number of hunting strategies are viable, the use of a psychic shock lance bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before difficulty modifiers, Butchery Efficiency, and Trade Price Improvement:

  • The lance costs Silver 550. It can down 2 thrumbos.
  • The horns alone are worth 2x Silver 800.
  • The fur is worth Silver 2240 - before it is processed.
    • This is enough to create 4x dusters, worth Silver 4620 in total at only Normal quality.
  • They also yield enough meat for 112 simple meals.

As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice. Depending on the skills of the colonists, the exact numbers can vary by a lot.

Thrumbos may be affected by the Animal self-tamed and Mad animal events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough.

Tending and bonding

If you can down a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train healing skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.

With a 0.4%, or 1 in 250, chance to bond with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of Medical skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.

Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not want a bond to form - the mood penalty for the death of a bonded animal is significant, -8 for 20 days.

Hunting tactics

Tactics can be separated into a couple of key categories:

Just shooting it

The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or chunks to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out!

Doors and autodoors can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them.

The Burden or Stun psycasts Content added by the Royalty DLC, if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high neural heat capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.

  • Kiting

Use a fast colonist (at least 120% Moving; 2 bionic legs, Go-juice, or a colonist infected with Fibrous mechanites) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead.

  • Peek-a-boo

Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).

  • Sniper

A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.

Entrapment

The basic idea is simple. Encase a sleeping thrumbo in a room, fully surrounding it with walls - wood is fine. Before you close it in, place 35 beers, enough to get the thrumbo blackout drunk. Beer counts as a food item - when the thrumbo gets hungry, it will drink all of it and pass out. You can then assign a colonist to hunt, netting you a free thrumbo corpse.

  • Food as bait: On maps with no/little trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food. Beer counts as source of nutrition, i.e., food. Create a room with food and an opening, and when the thrumbos enter, seal it off.
  • Other trap methods: Heatstroke could feasibly be used to kill the thrumbo. Fire could work, but it damages the corpse. Starvation could work, but the thrumbo will constantly be trying to break out of its cell.

Let other people do it

Aggro a thrumbo. A manhunter thrumbo will attack a trade caravan, a group of raiders, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your "friends" will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.

A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will have both combatants bleed out to death. A psychic insanity lance can make thrumbos berserk. The Berserk, Berserk Pulse, and Manhunter Pulse psycasts Content added by the Royalty DLC all do what they say on the tin. Animal warcallContent added by the Biotech DLC will call a thrumbo to only be aggressive against enemies.

Static defenses

  • Spike Traps: Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out.
  • Turret overhaul: You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target online turrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.
  • Artifacts: Shoot with a psychic shock lance, rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.

Taming

Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-manhunter thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a taming inspiration would be used, assuming the inspired pawn has sufficient skill to attempt it.

Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a Cryptosleep casket you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.

Successfully tamed thrumbos are of little use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high wildness means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength.

Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.

Although extremely difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially inexhaustible source of their valuable fur and horns. However their long gestation period makes this more time intensive than other animals. Also keep in mind that keeping them tame to build a sufficient breeding herd will likely totally monopolize your handlers' time.

Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.

Health


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 320 1 100% 22% N/A[4] Ex.png - Death
Spine 200 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 160 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 120 1 3% 3% Body Check.png Blood Pumping
Death
Lung 120 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 120 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 160 1 3% 3% Body Check.png Digestion
Death
Neck 200 1 28% 7% Body Ex.png Eating
Talking
Breathing
Death
Head 200 1 75% 2.1% Neck Ex.png - Death
Skull 200 1 15% 0.945% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 80 1 70% 2.205% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 80 2 9% 1.89% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 96 2 6% 1.26% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 80 1 35% 1.1025% Head Ex.png - −15 Disfigured Social penalty
Horn 160 1 85% 6.2475% Nose Ex.png - It can no longer use Horn Attack.[6]
AnimalJaw 80 1 10% 2.1% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 240 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use foot attack[7]
Front Hoof 80 2 15% 0.975% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 240 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Hoof 80 2 15% 0.975% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost.
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.
  5. If Moving drops below 16% a pawn cannot move.
  6. Powerful (+19) attack of Cooldown 2s.
  7. Only avaiable to Thrumbo. Power 19, cooldown 2s.

Armor vs. weapon types

Armor

Gallery

Version history

  • 0.12.906 - Added.
  • 0.12.910 - Now much more powerful in combat
  • Beta 19/1.0 - Hunger rate 4.5->3.5
  • 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo
  • 1.3 - Revenge chance on tame fail 1.8%->0%; Meat yield 360->560; Leather yield 120->160; Hunger rate 3.5->2.8; Gestation time 60 days->20 days.
  • 1.3.3074 - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.