Difference between revisions of "Red fox"
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| marketvalue = 200 | | marketvalue = 200 | ||
| predator = true | | predator = true | ||
+ | | combatPower = 45 | ||
| bodysize = 0.55 | | bodysize = 0.55 | ||
| healthscale = 0.7 | | healthscale = 0.7 | ||
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| livesin_coldbog = 0.07 | | livesin_coldbog = 0.07 | ||
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− | '''Red foxes''' are | + | '''Red foxes''' are small, carnivorous [[animals]]. They are one of several different types of [[fox]]. |
+ | |||
+ | With a body size of 0.55 they are just large enough to avoid being staggered by weapons with a stopping power of 0.5, such as the [[charge rifle]] and [[assault rifle]]. | ||
== Taming == | == Taming == | ||
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== Health == | == Health == | ||
− | {{Animal Health Table}} | + | {{Animal Health Table|QuadrupedAnimalWithPawsAndTail}} |
== Gallery == | == Gallery == |
Latest revision as of 01:22, 16 July 2024
Red fox
A small solitary canine evolved for hunting small prey in temperate climates. Chicken farmers hate foxes because of their ability to destroy a whole coop in minutes.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 45
- Move Speed
- 4.6 c/s
- Health Scale
- 70% HP
- Body Size
- 0.55
- Mass - Baby
- 6.6 kg
- Mass - Juvenile
- 16.5 kg
- Mass - Adult
- 33 kg
- Carrying Capacity
- 41 kg
- Filth Rate
- 1
- Hunger Rate
- 0.16 Nutrition/Day
- Diet
- carnivorous
- Life Expectancy
- 9 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Intermediate
- Wildness
- 75%
- Minimum Handling Skill
- 7
- Mate Interval
- 12 hours
- Maturity Age
- 0.333 years (20 days)
- Juvenile Age
- 0.1 years (6 days)
- Comfortable Temp Range
- -35 °C – 40 °C (-31 °F – 104 °F)
Production
- Meat Yield
- 77 fox meat
- Leather Yield
- 27 foxfur
- Gestation Period
- 10 days
- Offspring Per Birth
- 1-3 (1.721 avg)
Melee Combat
- Attack 1
- Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.25
- tradeTags
- AnimalCommon
Red foxes are small, carnivorous animals. They are one of several different types of fox.
With a body size of 0.55 they are just large enough to avoid being staggered by weapons with a stopping power of 0.5, such as the charge rifle and assault rifle.
Taming[edit]
Red foxes can be tamed wild from temperate forests, temperate swamps, boreal forests, or cold bogs, randomly join your colony in an event, or bought pre-tamed from a trading ship.
Attacks[edit]
Red foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for 20 ticks (0.33 secs).
Training[edit]
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*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 | 28 | 1 | 100% | 21% | N/A[4] | - | Death | |
Tail | 7 | 1 | 7% | 7% | Body | - | - | |
Spine | 17.5 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 14 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 10.5 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 10.5 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 10.5 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 14 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 17.5 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
Head | 17.5 | 1 | 75% | 2.25% | Neck | - | Death | |
Skull | 17.5 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 7 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 7 | 2 | 12% | 1.8% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 8.4 | 2 | 8% | 1.2% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 7 | 1 | 10% | 1.5% | Head | - | - | |
AnimalJaw | 7 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 21 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
Front Paw | 7 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
Rear Leg | 21 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Paw | 7 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.