Difference between revisions of "Caribou"
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A caribou can be milked for up to {{icon small|milk}} {{P|Milk Amount}} units of milk {{#ifeq:{{P|Milking Interval Days}}|1|per day|every {{P|Milking Interval Days}} days}} (depending on your pawn's [[Animal Gather Yield]]). | A caribou can be milked for up to {{icon small|milk}} {{P|Milk Amount}} units of milk {{#ifeq:{{P|Milking Interval Days}}|1|per day|every {{P|Milking Interval Days}} days}} (depending on your pawn's [[Animal Gather Yield]]). | ||
− | ==Analysis== | + | == Analysis == |
Caribou are animals to be hunted in colder biomes, and serve little other purpose. They are one of the few animals to come in herds ''and'' that have a manhunter chance, meaning the entire herd can revenge on a bad shot. | Caribou are animals to be hunted in colder biomes, and serve little other purpose. They are one of the few animals to come in herds ''and'' that have a manhunter chance, meaning the entire herd can revenge on a bad shot. | ||
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== Health == | == Health == | ||
− | {{Animal Health Table}} | + | {{Animal Health Table|QuadrupedAnimalWithHooves}} |
== Gallery == | == Gallery == |
Latest revision as of 01:20, 16 July 2024
Caribou
A large member of the deer family, well-adapted to life in cold climates. Caribou can be milked, but refuse to carry packs.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 110
- Move Speed
- 5 c/s
- Health Scale
- 200% HP
- Body Size
- 1
- Mass - Baby
- 12 kg
- Mass - Juvenile
- 30 kg
- Mass - Adult
- 60 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 16
- Hunger Rate
- 0.44 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 18 years
- Manhunter Chance
- 10%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 7
- Roam Interval
- 2 days
- Mate Interval
- 12 hours
- Maturity Age
- 0.3 years (18 days)
- Juvenile Age
- 0.2 years (12 days)
- Comfortable Temp Range
- -50 °C – 40 °C (-58 °F – 104 °F)
Production
- Meat Yield
- 140 caribou meat
- Leather Yield
- 40 plainleather
- Milk Amount
- 10 milk
- Milking Interval
- 2 days
- Gestation Period
- 6.66 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 2
- Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 3
- Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 4
- Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 5
- Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor - Attack 6
- Head
13 dmg (Blunt)
19 % AP
2.6 second cooldown - Average DPS
- 3.1
- tradeTags
- AnimalFarm, AnimalCommon
The Caribou is a large herbivorous animal that provides meat, plainleather and, if tamed, milk.
Taming[edit]
Caribou can be tamed wild from boreal forests, cold bogs, or tundra, randomly join your colony in an event, or bought pre-tamed from a trading ship.
Summary[edit]
Caribou are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot.
A caribou can be milked for up to 10 units of milk every 2 days (depending on your pawn's Animal Gather Yield).
Analysis[edit]
Caribou are animals to be hunted in colder biomes, and serve little other purpose. They are one of the few animals to come in herds and that have a manhunter chance, meaning the entire herd can revenge on a bad shot.
As tamed animals, caribou are almost entirely inferior to yaks, as 2 caribou produce less milk and eat more than 1 yak. Yaks are also pack animals while caribou aren't.
Milking[edit]
Female caribou produce 5 per day, or 0.25 nutrition in milk per day. A caribou consumes 0.44 nutrition per day. This results in a nutrition efficiency of 56.8% from milk alone (or 11.36 per day per 1 nutrition consumed).
Yaks produce 120% more milk than caribou on average, but eat only 95% more food.
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 | 80 | 1 | 100% | 26% | N/A[4] | - | Death | |
Spine | 50 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 40 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 30 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 30 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 30 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 40 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 50 | 1 | 22% | 5.5% | Body | Eating Talking Breathing |
Death | |
Head | 50 | 1 | 75% | 2.475% | Neck | - | Death | |
Skull | 50 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 20 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 20 | 2 | 12% | 1.98% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 24 | 2 | 8% | 1.32% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 20 | 1 | 10% | 1.65% | Head | - | - | |
AnimalJaw | 20 | 1 | 10% | 1.65% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 60 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use Hoof attack.[6] | |
Front Hoof | 20 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 60 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Hoof | 20 | 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated