Difference between revisions of "Elephant"

From RimWorld Wiki
Jump to navigation Jump to search
(added riding speed)
 
(23 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{Stub}}{{infobox main|animal|
+
{{infobox main|animal
|page verified for version = 1.3.3101
+
| page verified for version = 1.3.3101
|name = Elephant
+
| name = Elephant
|image = Elephant.png|180px
+
| image = Elephant.png
|description = The largest unmodified land animal. Elephants has a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.<br>Intelligent creatures with complex social relationships, elephants can be used as Pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before
+
| description = The largest unmodified land animal. Elephants has a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.<br>Intelligent creatures with complex social relationships, elephants can be used as pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before.
|type = Animals
+
| type = Animal
|type2 = Wild
+
| movespeed = 4.8
|bodysize = 4.0
+
| min comfortable temperature = -12
|healthscale = 3.6
+
| max comfortable temperature = 50
|movespeed = 4.8
+
| flammability = 0.7
|attack1dmg = 25
+
| marketvalue = 600
|attack1type = scratch
+
| filth rate = 24
|attack1part = tusks
+
| ridingspeed = 1.3
|attack1cool = 2.6
+
| herdanimal = true
|attack2dmg = 16.9
+
| combatPower = 260
|attack2type = blunt
+
| bodysize = 4
|attack2part = left foot
+
| healthscale = 3.6
|attack2cool = 2
+
| hungerrate = 1.605
|attack3dmg = 16.9
+
| diet = herbivorous
|attack3type = blunt
+
| leathername = elephant leather
|attack3part = right foot
+
| wildness = 0.75
|attack3cool = 2
+
| manhuntertame = 0
|attack4dmg = 14
+
| manhunter = 0.5
|attack4type = blunt
+
| trainable = advanced
|attack4part = head
+
| mateMtb = 12
|attack4cool = 2
+
| packanimal = true
|meatyield = 560
+
| gestation = 13.32
|leathername = elephant leather
+
| offspring = 1
|manhunter = 0.5
+
| lifespan = 50
|manhuntertame = 0
+
| juvenileage = 0.3
|hungerrate = 1.605
+
| maturityage = 0.666
|diet = herbivorous
+
| tradeTags = AnimalUncommon
|trainable = advanced
+
| attack1dmg = 25
|wildness = 0.75
+
| attack1type = Scratch
|gestation = 13.32
+
| attack1cool = 2.6
|lifespan = 50
+
| attack1part = tusk
|offspring = 1
+
| attack2dmg = 25
|ridingspeed = 1.3
+
| attack2type = Stab
|maturityage = 0.666
+
| attack2cool = 2.6
|juvenileage = 0.3
+
| attack2part = tusk
|marketvalue = 600
+
| attack3dmg = 16.9
|livesin_aridshrubland = true
+
| attack3type = Blunt
|livesin_tropicalrainforest = true
+
| attack3cool = 2
|massadult = 280
+
| attack3part = front left leg
|min comfortable temperature = -12
+
| attack4dmg = 16.9
|max comfortable temperature = 50
+
| attack4type = Blunt
|filth rate = 24
+
| attack4cool = 2
 +
| attack4part = front right leg
 +
| attack5dmg = 14
 +
| attack5type = Blunt
 +
| attack5cool = 2
 +
| attack5part = head
 +
| attack5chancefactor = 0.2
 +
| livesin_aridshrubland = 0.5
 +
| livesin_tropicalrainforest = 0.5
 +
| livesin_tropicalswamp = 0.5
 
}}
 
}}
'''Elephants''' are large land animals often found in arid shrublands and tropical rainforests. They have two [[Elephant tusk]]s which are highly priced in the ivory market and can be butchered for trade. They are relatively hard to tame, with a wildness of 75 percent, but once tamed, they can be trained in high level animal skills due to their intelligence. It can be employed in the [[Defense tactics#Animal melee blocking|animal melee blocking tactic]] because of their tankiness and high damage output.
+
'''Elephants''', called '''elephant calves''' as babies,  are large land [[animals]] often found in {{Habitats}}. They have [[elephant tusk]]s, which they use to fight in melee.
Elephants can be brought on [[caravan]]s as [[pack animal]]s, they can carry 140kg of weight, which is four times more than the [[alpaca]] and almost double that of the [[muffalo]].
 
  
==Analysis==
+
== Summary ==
Elephants have a high revenge chance on harm and zero revenge chance on tame.  Consider taming elephants for future slaughter rather than hunting them, especially because the slaughter of tame animals produces 50% bonus meat.
+
When an adult male elephant is butchered, it yields {{icon small|elephant tusk}} 2 [[elephant tusk]]s, unless the tusk body part is damaged.
  
==Training==
+
Despite the texture of female elephants showing tusks, and female elephants' ability to attack with tusks, they do not yield them when butchered. It is currently unclear whether the ability for female elephants to attack with tusks, but not yield them on butchering is intentional or a bug.
 +
 
 +
Elephants can be brought on [[caravan]]s as [[pack animal]]s, they can carry {{P|Pack Capacity}} kg of weight, almost double that of the [[muffalo]]. They can additionally be ridden for up to 130% caravan speed, reached if there is at least 1 elephant per rider.
 +
 
 +
== Analysis ==
 +
Elephants are difficult to tame and eat a high amount of food, but are very powerful animals. They are in the unique position as the only pack animal that can be trained to haul. They can also be ridden in a caravan for extra speed. As a bonus, elephants are great at combat.
 +
 
 +
Elephants come in herds; hunting 1 elephant may anger the entire herd. In addition, elephants have 50% manhunter on hunt but 0% manhunter on a failed tame. Even if you want to slaughter elephants, consider taming them first. As a plus side, elephant herds are great to use with a [[psychic animal pulser]] or the [[Psycasts#Manhunter pulse|Manhunter pulse]] [[psycast]]{{RoyaltyIcon}}.
 +
 
 +
===As an attack animal===
 +
Elephants are powerful animals, great for [[Defense tactics#Animal melee blocking|damage soak tactics]]. They have a high health, joint second with [[megasloth]]s, but elephants are much easier to tame. In addition, elephants will never go manhunter on a failed taming attempt.
 +
 
 +
However, this comes at the cost of a high hunger rate. This is not usually a problem, as elephants reside in tropical biomes, but can be an issue during a [[toxic fallout]] or [[caravan]] trip.
 +
 
 +
{| class="wikitable sortable"
 +
|-
 +
! Animal !! Health Scale !! DPS !! Move Speed !! Hunger rate !! <abbr title="How often the animal forgets a stage of training in days">Training Decay</abbr>
 +
|-
 +
| [[Thrumbo]] || {{Q|Thrumbo|Health Scale}} || {{Q|Thrumbo|Mob Average DPS}} || {{Q|Thrumbo|Move Speed Base}} || {{Q|Thrumbo|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Thrumbo|Wildness}} round 1}}
 +
|-
 +
| [[Megasloth]] || {{Q|Megasloth|Health Scale}} || {{Q|Megasloth|Mob Average DPS}} || {{Q|Megasloth|Move Speed Base}} || {{Q|Megasloth|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Megasloth|Wildness}} round 1}}
 +
|-
 +
| '''Elephant''' || {{P|Health Scale}} || {{P|Mob Average DPS}} || {{P|Move Speed Base}} || {{P|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Elephant|Wildness}} round 1}}
 +
|-
 +
| [[Rhinoceros]] || {{Q|Rhinoceros|Health Scale}} || {{Q|Rhinoceros|Mob Average DPS}} || {{Q|Rhinoceros|Move Speed Base}} || {{Q|Rhinoceros|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Rhinoceros|Wildness}} round 1}}
 +
|-
 +
| [[Grizzly bear|Bear]] || {{Q|Grizzly bear|Health Scale}} || {{Q|Grizzly bear|Mob Average DPS}} || {{Q|Grizzly bear|Move Speed Base}} || {{Q|Grizzly bear|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Grizzly bear|Wildness}} round 1}}
 +
|}
 +
 
 +
===As a pack animal===
 +
Elephants, despite carrying the most out of any [[pack animal]] in the game, are not great pack animals. This is due to their high hunger rate. 1 elephant carries less and eats more than 2 [[muffalo]] or 5 [[alpaca]]. Elephants can be ridden, and the only rideable animal native to the tropics, where their hunger usually isn't an issue. However, any other rideable animal would be better on a caravan (2 [[donkey]]s can carry 2 people, 1 elephant can carry 1 person).
 +
 
 +
In addition, elephants are the only pack animal that isn't a [[pen animal]]. For the sole purpose of packing goods, this is a downside, as elephants need to be re-trained. On the flip side, this allows elephants to be a pack animal that fights enemies and hauls goods.
 +
 
 +
== Training ==
 
{{TrainingTable}}
 
{{TrainingTable}}
  
 
== Health ==
 
== Health ==
{{Animal Health Table}}
+
{{Animal Health Table|QuadrupedAnimalWithHoovesTusksAndTrunk}}
 +
 
 +
== Trivia ==
 +
Female elephants don't drop tusks when butchered, despite being able to make tusk attacks in melee and displaying the tusks on their texture. If it is intended for female elephants to not have tusks, this may imply that the elephants in-game are Asian Elephants as tusks aren't a sexually dimorphic trait in African Elephants.
 +
 
 +
== Gallery ==
 +
<gallery>
 +
Elephant east.png|Facing east
 +
Elephant north.png|Facing north
 +
Elephant south.png|Facing south
 +
Dessicated elephant east.png|Decaying
 +
ElephantPack east.png|Packing bags facing east
 +
ElephantPack north.png|Packing bags facing north
 +
ElephantPack south.png|Packing bags facing south
 +
</gallery>
  
 
== Version history ==
 
== Version history ==

Latest revision as of 11:22, 24 December 2024

Elephant

Elephant

The largest unmodified land animal. Elephants has a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.
Intelligent creatures with complex social relationships, elephants can be used as pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before.

Base Stats

Type
Animal
Market Value
600 Silver
Flammability
70%

Pawn Stats

Combat Power
260
Move Speed
4.8 c/s
Health Scale
360% HP
Body Size
4
Mass - Baby
48 kg
Mass - Juvenile
120 kg
Mass - Adult
240 kg
Pack Capacity
140 kg
Carrying Capacity
300 kg
Riding Speed
1.3
Filth Rate
24
Hunger Rate
2.57 Nutrition/Day
Diet
herbivorous
Life Expectancy
50 years
Manhunter Chance
50%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Advanced
Wildness
75%
Minimum Handling Skill
7
Mate Interval
12 hours
Maturity Age
0.666 years (40 days)
Juvenile Age
0.3 years (18 days)
Comfortable Temp Range
-12 °C – 50 °C (10.4 °F – 122 °F)

Production

Meat Yield
560 Elephant meat elephant meat
Leather Yield
160 Elephant leather elephant leather
Gestation Period
13.32 days
Offspring Per Birth
1

Melee Combat

Attack 1
Tusk
25 dmg (Scratch)
37 % AP
2.6 second cooldown
Attack 2
Tusk
25 dmg (Stab)
37 % AP
2.6 second cooldown
Attack 3
Front left leg
16.9 dmg (Blunt)
25 % AP
2 second cooldown
Attack 4
Front right leg
16.9 dmg (Blunt)
25 % AP
2 second cooldown
Attack 5
Head
14 dmg (Blunt)
21 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.8156
Technical
tradeTags
AnimalUncommon


Elephants, called elephant calves as babies, are large land animals often found in tropical rainforests, tropical swamps, and arid shrublands. They have elephant tusks, which they use to fight in melee.

Summary[edit]

When an adult male elephant is butchered, it yields Elephant tusk 2 elephant tusks, unless the tusk body part is damaged.

Despite the texture of female elephants showing tusks, and female elephants' ability to attack with tusks, they do not yield them when butchered. It is currently unclear whether the ability for female elephants to attack with tusks, but not yield them on butchering is intentional or a bug.

Elephants can be brought on caravans as pack animals, they can carry 140 kg of weight, almost double that of the muffalo. They can additionally be ridden for up to 130% caravan speed, reached if there is at least 1 elephant per rider.

Analysis[edit]

Elephants are difficult to tame and eat a high amount of food, but are very powerful animals. They are in the unique position as the only pack animal that can be trained to haul. They can also be ridden in a caravan for extra speed. As a bonus, elephants are great at combat.

Elephants come in herds; hunting 1 elephant may anger the entire herd. In addition, elephants have 50% manhunter on hunt but 0% manhunter on a failed tame. Even if you want to slaughter elephants, consider taming them first. As a plus side, elephant herds are great to use with a psychic animal pulser or the Manhunter pulse psycastContent added by the Royalty DLC.

As an attack animal[edit]

Elephants are powerful animals, great for damage soak tactics. They have a high health, joint second with megasloths, but elephants are much easier to tame. In addition, elephants will never go manhunter on a failed taming attempt.

However, this comes at the cost of a high hunger rate. This is not usually a problem, as elephants reside in tropical biomes, but can be an issue during a toxic fallout or caravan trip.

Animal Health Scale DPS Move Speed Hunger rate Training Decay
Thrumbo 8 6.882 5.5 2.8 6.1
Megasloth 3.6 6.126 4.8 1.6 6.2
Elephant 3.6 5.816 4.8 2.57 7.5
Rhinoceros 3.5 5.481 5 1.71 6.6
Bear 2.5 5.375 4.6 0.56 7.2

As a pack animal[edit]

Elephants, despite carrying the most out of any pack animal in the game, are not great pack animals. This is due to their high hunger rate. 1 elephant carries less and eats more than 2 muffalo or 5 alpaca. Elephants can be ridden, and the only rideable animal native to the tropics, where their hunger usually isn't an issue. However, any other rideable animal would be better on a caravan (2 donkeys can carry 2 people, 1 elephant can carry 1 person).

In addition, elephants are the only pack animal that isn't a pen animal. For the sole purpose of packing goods, this is a downside, as elephants need to be re-trained. On the flip side, this allows elephants to be a pack animal that fights enemies and hauls goods.

Training[edit]

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.

Health[edit]


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 144 1 100% 20% N/A[4] Ex.png - Death
Spine 90 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 72 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 54 1 3% 3% Body Check.png Blood Pumping
Death
Lung 54 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 54 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 72 1 3% 3% Body Check.png Digestion
Death
Neck 90 1 32% 6.4% Body Ex.png Eating
Talking
Breathing
Death
Head 90 1 80% 1.28% Neck Ex.png - Death
Skull 90 1 15% 1.152% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 36 1 70% 2.688% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 36 2 6% 1.536% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 43.2 2 6% 1.536% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Trunk 54 1 28% 7.168% Head Ex.png Manipulation
−50% Manipulation.
Jaw 36 1 28% 1.4336% Head Ex.png Manipulation
−50% Manipulation.
Can no longer use Bite attack, nor Tusk attack.
Tusk 72 2 40% 2.8672% Jaw Ex.png - Can no longer use Tusk attack[6]
Front Leg 108 2 6% 5.1% Body Ex.png Moving
−25% Moving. −50% if both lost
Front Hoof 36 2 15% 0.9% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 108 2 6% 5.1% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Hoof 36 2 15% 0.9% 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. A Scratch/Stab attack of Power 25, Cooldown 2.6

Trivia[edit]

Female elephants don't drop tusks when butchered, despite being able to make tusk attacks in melee and displaying the tusks on their texture. If it is intended for female elephants to not have tusks, this may imply that the elephants in-game are Asian Elephants as tusks aren't a sexually dimorphic trait in African Elephants.

Gallery[edit]

Version history[edit]