Difference between revisions of "Elk"

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(Corrected damage type.)
 
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<onlyinclude>
 
 
{{infobox main|animal|
 
{{infobox main|animal|
|name = Elk
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| page verified for version = 1.3.3101
|image = Elk.png
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| name = Elk
|description = A large member of the deer family, well-adapted to life in cold climates.
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| image = Elk.png
|type = Animals
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| description = A large member of the deer family, well-adapted to life in cold climates. Domesticated elk can be milked, but refuse to carry packs.
|type2 = Wild
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| type = Animal
|healthscale = 1
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| movespeed = 5
|bodysize = 1.2  
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| min comfortable temperature = -50
|walkSpeed = 4.84
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| max comfortable temperature = 40
|mobdamage = 7
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| flammability = 0.7
|mobdamagetype = blunt
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| marketvalue = 300
|leathername = elkhide
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| filth rate = 16
}}</onlyinclude>
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| milktime = 1
 +
| milk = 11
 +
| herdanimal = true
 +
| combatPower = 110
 +
| bodysize = 2.1
 +
| healthscale = 1.9
 +
| hungerrate = 0.535
 +
| diet = herbivorous
 +
| leathername = plainleather
 +
| wildness = 0.75
 +
| manhuntertame = 0
 +
| manhunter = 0
 +
| roamMtb = 2
 +
| trainable = none
 +
| mateMtb = 12
 +
| gestation = 6.66
 +
| offspring = 1
 +
| lifespan = 18
 +
| juvenileage = 0.2
 +
| maturityage = 0.3333
 +
| tradeTags = AnimalFarm, AnimalCommon
 +
| attack1dmg = 10
 +
| attack1type = Blunt
 +
| attack1cool = 2
 +
| attack1part = front left leg
 +
| attack2dmg = 10
 +
| attack2type = Poke
 +
| attack2cool = 2
 +
| attack2part = front left leg
 +
| attack3dmg = 10
 +
| attack3type = Blunt
 +
| attack3cool = 2
 +
| attack3part = front right leg
 +
| attack4dmg = 10
 +
| attack4type = Poke
 +
| attack4cool = 2
 +
| attack4part = front right leg
 +
| attack5dmg = 10
 +
| attack5type = Bite
 +
| attack5cool = 2
 +
| attack5part = teeth
 +
| attack5chancefactor = 0.5
 +
| attack6dmg = 13
 +
| attack6type = Blunt
 +
| attack6cool = 2.6
 +
| attack6part = head
 +
| livesin_borealforest = 0.5
 +
| livesin_tundra = 2
 +
| livesin_coldbog = 0.5
 +
}}
 +
'''Elk''', called '''elk calves''' as babies, are a large species of herbivore that appear in herds. They have a [[muffalo]]'s tolerance to subzero temperatures so they are quite comfortable living in the cold [[boreal forest]], [[tundra]], and [[cold bog]] biomes.
 +
Male and female elk can be distinguished by the presence or lack of antlers, respectively.
  
{{info|Elk are a large species of herbivore that appear in herds. They have a muffalo's tolerance to subzero temperatures so they are quite comfortable living in the cold biomes of the boreal forest and tundra. If slain, they can be butchered for 108 elk meat and 24 [[elkhide]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref>
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== Production ==
 +
Female elk can be milked once every 1 days, producing {{Icon Small|Milk||11}} [[milk]].
  
 +
== Summary ==
 +
{{Pen Animal Note|Elk}}
  
<references/>
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A female elk 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 ==
 +
Elk's meat, leather, and milk yields and their hunger rate are identical to that of the [[yak]]. However, compared to the yak, elk are wilder and cannot carry cargo, making them strictly inferior to yaks as tamable animals. If you don't need to caravan out, they are mostly identical if tamed.
 +
 +
===Milking===
 +
Female elk produce {{icon small|milk}} {{P|Daily Milk Average}} per day, or {{#vardefineecho:milk_nutr_per_day|{{#expr:{{P|Daily Milk Average}}*0.05}}}} [[nutrition]] in milk per day. A elk consumes {{P|Real Hunger Rate}} nutrition per day. This results in a nutrition efficiency of {{%|{{#var:milk_nutr_per_day}}/{{P|Real Hunger Rate}} round 3}} from milk alone (or {{icon small|milk}} {{#expr: {{P|Daily Milk Average}}/{{P|Real Hunger Rate}} round 2}} per day per 1 nutrition consumed). They are better for milk than [[dromedary|dromedaries]] or [[caribou]].
 +
 +
== Training ==
 +
{{TrainingTable}}
 +
 +
== Health ==
 +
{{Animal Health Table|QuadrupedAnimalWithHooves}}
 +
 +
== Version history ==
 +
* [[Version/0.8.657|0.8.657]] - Added
 +
 +
== Gallery ==
 +
<gallery>
 +
Elkmale east.png|Male elk facing east
 +
Elkmale north.png|Male elk facing north
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Elkmale south.png|Male elk facing south
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Dessicated elkmale east.png|Decaying male elk
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</gallery>
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<gallery>
 +
Elkfemale east.png|Female elk facing east
 +
Elkfemale north.png|Female elk facing north
 +
Elkfemale south.png|Female elk facing south
 +
Dessicated elkfemale east.png|Decaying female elk
 +
</gallery>
 
{{nav|animal}}
 
{{nav|animal}}
  
 
[[Category:Animals]]
 
[[Category:Animals]]
[[Category:Wild]]
+
[[Category:Wild animal]]

Latest revision as of 06:22, 9 November 2024

Elk

Elk

A large member of the deer family, well-adapted to life in cold climates. Domesticated elk can be milked, but refuse to carry packs.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Combat Power
110
Move Speed
5 c/s
Health Scale
190% HP
Body Size
2.1
Mass - Baby
25.2 kg
Mass - Juvenile
63 kg
Mass - Adult
126 kg
Carrying Capacity
158 kg
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
18 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-50 °C – 40 °C (-58 °F – 104 °F)

Production

Meat Yield
294 Elk meat elk meat
Leather Yield
84 Plainleather plainleather
Milk Amount
11 Milk milk
Milking Interval
1 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
Technical
tradeTags
AnimalFarm, AnimalCommon


Elk, called elk calves as babies, are a large species of herbivore that appear in herds. They have a muffalo's tolerance to subzero temperatures so they are quite comfortable living in the cold boreal forest, tundra, and cold bog biomes. Male and female elk can be distinguished by the presence or lack of antlers, respectively.

Production[edit]

Female elk can be milked once every 1 days, producing Milk 11 milk.

Summary[edit]

Elk 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 female elk can be milked for up to Milk 11 units of milk per day (depending on your pawn's Animal Gather Yield).

Analysis[edit]

Elk's meat, leather, and milk yields and their hunger rate are identical to that of the yak. However, compared to the yak, elk are wilder and cannot carry cargo, making them strictly inferior to yaks as tamable animals. If you don't need to caravan out, they are mostly identical if tamed.

Milking[edit]

Female elk produce Milk 11 per day, or 0.55 nutrition in milk per day. A elk consumes 0.86 nutrition per day. This results in a nutrition efficiency of 64% from milk alone (or Milk 12.79 per day per 1 nutrition consumed). They are better for milk than dromedaries or caribou.

Training[edit]

This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.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.

Health[edit]


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 76 1 100% 26% N/A[4] Ex.png - Death
Spine 47.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 38 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 28.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 28.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 28.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 38 1 3% 3% Body Check.png Digestion
Death
Neck 47.5 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 47.5 1 75% 2.475% Neck Ex.png - Death
Skull 47.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 19 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 19 2 12% 1.98% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 22.8 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 19 1 10% 1.65% Head Ex.png - -
AnimalJaw 19 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 57 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 19 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 57 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 19 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated

Version history[edit]

Gallery[edit]