Difference between revisions of "Medicinemaker"

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(Cool use of medicinemakers to get around the lvl8 plants skill req for healroot)
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| attack1type = bite
 
| attack1type = bite
 
| attack1part = teeth
 
| attack1part = teeth
| attack1cool = 100
+
| attack1cool = 2
 
| attack2dmg = 8
 
| attack2dmg = 8
 
| attack2type = scratch
 
| attack2type = scratch
 
| attack2part = front paw
 
| attack2part = front paw
| attack2cool =100
+
| attack2cool = 2
 
| manhunter = .25
 
| manhunter = .25
 
| manhuntertame = 0
 
| manhuntertame = 0

Revision as of 04:17, 17 September 2021

Medicinemaker

Medicinemaker

A dryad caste specialized in medicine production. Together with its Gauranlen tree, this dryad can generate medicinal herbs on an ongoing basis. However, it is slow and ineffective at work or combat.

Base Stats

Type
AnimalsDryads
Market Value
Silver

Pawn Stats

Move Speed
3.00 c/s
Health Scale
80% HP
Body Size
0.67
Mass - Baby
8.04 kg
Mass - Juvenile
20.1 kg
Mass - Adult
40.2 kg
Carrying Capacity
50 kg
Filth Rate
1
Hunger Rate
0 Nutrition/Day
Diet
none
Life Expectancy
80 years
Manhunter Chance
25%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
Comfortable Temp Range
-50 °C – 50 °C (-58 °F – 122 °F)

Production

Meat Yield
94 Immature dryad meat immature dryad meat
Expression error: Unexpected * operator.

Melee Combat

Attack 1
Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
Attack 2
Front paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Average DPS
2.64

Medicinemaker are a caste of Dryads, a type of animal added by the Ideology DLC. Generates herbal medicine x4 every two days.

Analysis

Medicinemakers can be a potential alternative to growing healroot. This can be a way to obtain herbal medicine if none of your colonists have level 8 plants.

Version history

  • Ideology DLC Release - Added.
  • 1.3.3076 - Increase medicinemaker dryad production from 3 to 4 herbal meds per batch.