Difference between revisions of "Clawer"

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Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]], individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
 
Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]], individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
  
As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dyrad to grow up.
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As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dryad to grow up.
  
 
With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time to prune (using Plants skill) - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.
 
With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time to prune (using Plants skill) - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.
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== Health ==
 
== Health ==
{{Animal Health Table}}
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{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}
  
 
==Version history==
 
==Version history==

Latest revision as of 13:43, 28 September 2024

Clawer

Clawer

A dryad caste with huge claws that is specialized in aggression and damage-dealing attacks. Though it can do tremendous damage, it is vulnerable to attacks itself.
In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.

Base Stats

Type
AnimalDryad
Flammability
70%

Pawn Stats

Move Speed
4 c/s
Health Scale
70% HP
Body Size
0.667
Mass - Baby
8.004 kg
Mass - Juvenile
20.01 kg
Mass - Adult
40.02 kg
Carrying Capacity
50 kg
Filth Rate
1
Diet
none
Life Expectancy
80 years
Manhunter Chance
100%
Trainable Intelligence
Intermediate
Wildness
0%
Comfortable Temp Range
-50 °C – 50 °C (-58 °F – 122 °F)

Production

Meat Yield
4 Immature dryad meat immature dryad meat

Melee Combat

Attack 1
Front left paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
Stun for 320 ticks (5.33 secs) on first strike
Attack 2
Front right paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
Stun for 320 ticks (5.33 secs) on first strike
Attack 3
Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.3 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.1 chance factor
Average DPS
4.73
Technical
tradeTags
AnimalDryad


Clawers are a caste of Dryads, a type of animal added by the Ideology DLC. Vulnerable but fearsome, the clawer specializes in damage dealing.

Summary[edit]

All dryads, including the clawer, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have 100% Toxic Resistance, rendering them immune to Toxic fallout and Toxic buildup. Dryads cannot die from blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.

Attacks[edit]

Thanks to the Melee Verb system, Clawers will only ever use their two best attacks, their front claws, unless they're missing body parts. This attack stuns for 5.33 seconds on first hit and has strong damage, with 80% armor penetration on a fast attack interval. If both claws are somehow destroyed, then they will resort to biting and headbutting.

  • Melee Attacks Damage Amount Cooldown Chance
    Cut 18 1.5 sec 100%
    Bite 9 2.0 sec 0%
    Blunt 4 2.0 sec 0%
  • In terms of overall DPS, Clawers are some of the strongest melee combatants in the game. They outstrip both the scyther and thrumbo, though the latter two can hit harder with individual attacks.

    Analysis[edit]

    Clawers are glass cannons, make no mistake. Having about 28% the health of a Grizzly bear, individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.

    As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled warg, and a crushed jaw results in your bear no longer able to haul. Animals also take effort to train. All this is before considering that colonists can bond with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dryad to grow up.

    With the ability to take Go-juice or even Luciferium in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can bond. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time to prune (using Plants skill) - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.

    Training[edit]

    This animal can be trained as follows:

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

    Clawers spawn fully trained in Guard and Attack and have no training decay.

    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] Ex.png - Death
    Tail 7 1 7% 7% Body Ex.png - -
    Spine 17.5 1 3% 3% Body Check.png Moving
    −100% Moving[5]
    Stomach 14 1 3% 3% Body Check.png Digestion
    −50% Digestion
    Heart 10.5 1 3% 3% Body Check.png Blood Pumping
    Death
    Lung 10.5 2 3% 3% Body Check.png Breathing
    −50% Breathing. Death if both lost.
    Kidney 10.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
    Liver 14 1 3% 3% Body Check.png Digestion
    Death
    Neck 17.5 1 20% 5% Body Ex.png Eating
    Talking
    Breathing
    Death
    Head 17.5 1 75% 2.25% Neck Ex.png - Death
    Skull 17.5 1 25% 1.125% Head Check.png - Cannot be destroyed
    Increasing Pain based on damage.
    Brain 7 1 70% 2.625% Skull Check.png Consciousness
    Death
    Damage always results in scarring.
    Eye 7 2 12% 1.8% Head Ex.png 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 Ex.png Hearing
    −25% Hearing. −100% if both lost.
    Nose 7 1 10% 1.5% Head Ex.png - -
    AnimalJaw 7 1 10% 1.5% Head Ex.png Manipulation
    −100% Manipulation.
    Can no longer use Bite attack.
    Front Leg 21 2 7% 5.95% Body Ex.png Moving
    −25% Moving. −50% if both lost.
    Can no longer use paw attack.[6]
    Front Paw 7 2 15% 1.05% Front Leg Ex.png Moving
    −25% Moving. −50% if both lost.
    Can no longer use paw attack.
    Rear Leg 21 2 7% 5.95% Body Ex.png Moving
    −25% Moving. −50% if both lost.
    Rear Paw 7 2 15% 1.05% 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 attack that varies from animal to animal. Each front paw allows one attack.

    Version history[edit]

    • Ideology DLC Release - Added.
    • 1.3.3076 - Fix: Dryads are affected by disease incidents.
    • 1.3.3101 - Change: Dryad Healing Pods now remove all negative hediffs in addition to restoring lost body parts.