Difference between revisions of "Clawer dryad"
(Getting to work on all the Dryads and Gauranlen tree pages. Clawers are really pretty darn good, being able to give them drugs is pretty hilarious too.) |
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|attack1part = front left paw | |attack1part = front left paw | ||
|attack1stun = 16 | |attack1stun = 16 | ||
+ | |attack1chancefactor = 0.5 | ||
|attack1ap = 80 | |attack1ap = 80 | ||
|attack2dmg = 18 | |attack2dmg = 18 | ||
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|attack2part = front right paw | |attack2part = front right paw | ||
|attack2stun = 16 | |attack2stun = 16 | ||
+ | |attack2chancefactor = 0.5 | ||
|attack2ap = 80 | |attack2ap = 80 | ||
|attack3dmg = 9 | |attack3dmg = 9 | ||
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|attack3cool = 2 | |attack3cool = 2 | ||
|attack3part = teeth | |attack3part = teeth | ||
− | |attack3chancefactor = 0. | + | |attack3chancefactor = 0.0 |
|attack3stun = 14 | |attack3stun = 14 | ||
|attack4dmg = 4 | |attack4dmg = 4 | ||
Line 44: | Line 46: | ||
|attack4cool = 2 | |attack4cool = 2 | ||
|attack4part = head | |attack4part = head | ||
− | |attack4chancefactor = 0. | + | |attack4chancefactor = 0.0 |
}} | }} | ||
− | '''Clawers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. Vulnerable but fearsome, the clawer specializes in damage dealing. All dryads are immune to disease events and have a [[Toxic Sensitivity]] of 0%, rendering them immune to [[Toxic fallout]] and [[Toxic buildup]]. | + | '''Clawers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. Vulnerable but fearsome, the clawer specializes in damage dealing. All dryads are immune to disease events and have a [[Toxic Sensitivity]] of 0%, rendering them immune to [[Toxic fallout]] and [[Toxic buildup]]. As well as not requiring food, Dryads are also immune to blood loss and will survive virtually any damage short of instant death, in addition to the ability to retreat to a healing pod in order to regenerate wounds. |
+ | |||
+ | == Attacks == | ||
+ | Thanks to the Melee Verb system, Clawers will only use their single and best attack: their front left and right claws. This attack stuns for 5.33 seconds on first hit and has strong damage on a fast attack interval (18 every 1.5 seconds in addition to 80% armor penetration for the attack). In terms of overall DPS they outstrip the [[Scyther]] and [[Thrumbo]] alike, though the others can hit harder with individual attacks. Clawers are some of the strongest melee combatants in the game. | ||
+ | |||
+ | == Analysis == | ||
+ | Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]] but immense damage potential means that individually they are pretty weak due to poor longevity but with a dedicated tank or several other Clawer pals they can 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, and any permanent injuries can be healed off with 3 days time in a healing pod. | ||
+ | |||
+ | As far as combat animals go, Clawers excel not only because of the incredible damage per second and the ability to chew through armor, but also because they are arguably the most disposable pawn in the game. An issue that's always plagued melee combat and war animals as a whole is permanent injuries, where the leg shot off by a raider means a forever crippled warg or suddenly a much less useful Grizzly hauling during downtime. Death also is a major threat because training a warg, grizzly, or other combat animal is a pretty significant investment, and one that you don't want to leave bleeding out during a raid. And we're not even getting in to bonded animal territory! | ||
+ | |||
+ | In contrast, Clawers can hop in a pod for 3 days to come back good as new, can safely sit on the floor downed without risk of death, and even if killed will be replaced naturally by the tree after 7 days and a further 5 for the immature dryad to become a Clawer. With the ability to take Luciferium or Go-juice in a pinch and shrug off any unlucky side effects with a healing pod, Clawers can make devastatingly effective forays into melee range and push their endurance to the limit. The only real drawbacks are a -2 mood buff to the connected pawn on death per dryad which lasts for about 5.5 days, in addition to the labor cost maintaining a gauranlen tree, which ''is'' significant. If you expect frequent combat and can play to their strengths, though, Clawers can be extremely competitive combatants. | ||
+ | |||
+ | |||
+ | |||
+ | == Training == | ||
+ | {{TrainingTable}} | ||
+ | |||
+ | Clawers spawn fully trained in Guard and Attack and have no training decay. | ||
+ | |||
+ | == Health == | ||
+ | {{Animal Health Table}} | ||
+ | |||
==Version history== | ==Version history== | ||
* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents. | * [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents. | ||
+ | * [[Version/1.3.3101|1.3.3101]] - Change: Dryad Healing Pods now remove all negative hediffs in addition to restoring lost body parts. | ||
{{nav|animal}} | {{nav|animal}} | ||
[[Category:Animals]] | [[Category:Animals]] | ||
[[Category:Dryad]] | [[Category:Dryad]] |
Revision as of 17:00, 14 October 2022
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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
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
Melee Combat
- Attack 1
- Front left paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
0.5 chance factor
Stun for 320 ticks (5.33 secs) on first strike - Attack 2
- Front right paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
0.5 chance factor
Stun for 320 ticks (5.33 secs) on first strike - Attack 3
- Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.0 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.0 chance factor - Average DPS
- 4.73
- 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. All dryads are immune to disease events and have a Toxic Sensitivity of 0%, rendering them immune to Toxic fallout and Toxic buildup. As well as not requiring food, Dryads are also immune to blood loss and will survive virtually any damage short of instant death, in addition to the ability to retreat to a healing pod in order to regenerate wounds.
Attacks
Thanks to the Melee Verb system, Clawers will only use their single and best attack: their front left and right claws. This attack stuns for 5.33 seconds on first hit and has strong damage on a fast attack interval (18 every 1.5 seconds in addition to 80% armor penetration for the attack). In terms of overall DPS they outstrip the Scyther and Thrumbo alike, though the others can hit harder with individual attacks. Clawers are some of the strongest melee combatants in the game.
Analysis
Clawers are glass cannons, make no mistake. Having about 28% the health of a Grizzly bear but immense damage potential means that individually they are pretty weak due to poor longevity but with a dedicated tank or several other Clawer pals they can 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, and any permanent injuries can be healed off with 3 days time in a healing pod.
As far as combat animals go, Clawers excel not only because of the incredible damage per second and the ability to chew through armor, but also because they are arguably the most disposable pawn in the game. An issue that's always plagued melee combat and war animals as a whole is permanent injuries, where the leg shot off by a raider means a forever crippled warg or suddenly a much less useful Grizzly hauling during downtime. Death also is a major threat because training a warg, grizzly, or other combat animal is a pretty significant investment, and one that you don't want to leave bleeding out during a raid. And we're not even getting in to bonded animal territory!
In contrast, Clawers can hop in a pod for 3 days to come back good as new, can safely sit on the floor downed without risk of death, and even if killed will be replaced naturally by the tree after 7 days and a further 5 for the immature dryad to become a Clawer. With the ability to take Luciferium or Go-juice in a pinch and shrug off any unlucky side effects with a healing pod, Clawers can make devastatingly effective forays into melee range and push their endurance to the limit. The only real drawbacks are a -2 mood buff to the connected pawn on death per dryad which lasts for about 5.5 days, in addition to the labor cost maintaining a gauranlen tree, which is significant. If you expect frequent combat and can play to their strengths, though, Clawers can be extremely competitive combatants.
Training
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.
Clawers spawn fully trained in Guard and Attack and have no training decay.
Health
Version history
- 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.