Difference between revisions of "Monkey"
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== Health == | == Health == | ||
− | {{Animal Health Table}} | + | {{Animal Health Table|Monkey}} |
== Version history == | == Version history == |
Revision as of 15:33, 12 May 2022
Monkey
A small primate, the monkey can use its curly tail to grab on to branches, leaving its hands free to do other things. Monkeys are selfish but clever, and can be trained to carry out fairly complex tasks.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Move Speed
- 4.3 c/s
- Health Scale
- 45% HP
- Body Size
- 0.35
- Mass - Baby
- 4.2 kg
- Mass - Juvenile
- 10.5 kg
- Mass - Adult
- 21 kg
- Carrying Capacity
- 26 kg
- Filth Rate
- 1
- Hunger Rate
- 0.2 Nutrition/Day
- Diet
- omnivorous grazer
- Life Expectancy
- 30 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Intermediate
- Wildness
- 60%
- Minimum Handling Skill
- 5
- Nuzzle Interval
- 1 day
- Mate Interval
- 12 hours
- Maturity Age
- 0.266 years (16 days)
- Juvenile Age
- 0.2 years (12 days)
- Comfortable Temp Range
- -5 °C – 50 °C (23 °F – 122 °F)
Production
- Meat Yield
- 49 monkey meat
- Leather Yield
- 21 lightleather
- Gestation Period
- 6.66 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Left hand
3.6 dmg (Blunt)
5 % AP
1.5 second cooldown - Attack 2
- Right hand
3.6 dmg (Blunt)
5 % AP
1.5 second cooldown - Attack 3
- Teeth
4 dmg (Bite)
6 % AP
2 second cooldown
0.7 chance factor - Attack 4
- Head
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 1.21
- tradeTags
- AnimalUncommon
Monkeys are omnivorous primates which live in the tropical rainforest and swamp.
Taming
Their small size and relatively low damage caused by the monkey makes them ill-suited for life as a domesticated animals, as they can neither haul nor fight particularly well. However, they do have the cute tag, having the potential to give a +4 "nuzzled" mood boost for a day, especially if they have bonded with a colonist.
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.
Health
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Torso | 18 | 1 | 100% | 15% | N/A[4] | – | Death | |
Neck | 11.25 | 1 | 10% | 2.8% | Torso | Breathing Eating Talking |
Death | |
Head | 11.25 | 1 | 72% | 1.6% | Neck | – | Death | |
Skull | 11.25 | 1 | 18.0% | 0.39% | Head | – | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 4.5 | 1 | 70.0% | 0.91% | Skull | Consciousness | Death Damage always results in scarring. | |
Eye | 4.5 | 2 | 12.0% | 0.86% | Head | Sight | −25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 5.4 | 2 | 8.0% | 0.58% | Head | Hearing | −25% Hearing. −100% if both lost. | |
Nose | 4.5 | 1 | 10.0% | 0.72% | Head | – | – | |
Jaw | 4.5 | 1 | 10.0% | 0.72% | Head | Manipulation | −33% Manipulation | |
Tail | 4.5 | 1 | 2% | 2% | Torso | – | – | |
Spine | 11.25 | 1 | 3% | 3% | Torso | Moving | −100% Moving[5] | |
Ribcage | 13.5 | 1 | 4.5% | 4.5% | Torso | Breathing | Cannot be destroyed Up to −48% Breathing Increasing Pain based on damage. | |
Sternum | 9 | 1 | 0.5% | 0.5% | Torso | Breathing | Cannot be destroyed Up to −48% Breathing Increasing Pain based on damage. | |
Heart | 6.75 | 1 | 3% | 3% | Torso | Blood Pumping | Death | |
Lung | 6.75 | 2 | 3% | 3% | Torso | Breathing | −50% Breathing. Death if both lost | |
Stomach | 9 | 1 | 4% | 4% | Torso | Digestion | −50% Digestion | |
Liver | 9 | 1 | 3% | 3% | Torso | Blood Filtration Digestion |
Death | |
Kidney | 6.75 | 2 | 3% | 3% | Torso | Blood Filtration | −50% Blood Filtration. Death if both lost | |
Shoulder | 13.5 | 2 | 10.0% | 1.5% | Torso | Manipulation | −33% Manipulation. −67% if both lost | |
Arm | 13.5 | 2 | 85.0% | 4.7% | Shoulder | Manipulation | −33% Manipulation. −67% if both lost | |
Clavicle | 11.25 | 2 | 1% | 1% | Torso | Manipulation | – | |
Humerus | 11.25 | 2 | 10.0% | 0.85% | Arm | Manipulation | −33% Manipulation. −67% if both lost | |
Radius | 9 | 2 | 10.0% | 0.85% | Arm | Manipulation | −33% Manipulation. −67% if both lost | |
Hand | 9 | 2 | 25.0% | 0.68% | Arm | Manipulation | −33% Manipulation. −67% if both lost | |
Pinky Finger | 3.6 | 2 | 11.0% | 0.23% | Hand | Manipulation | −5% Manipulation. −11% if both lost | |
Ring Finger | 3.6 | 2 | 13.0% | 0.28% | Hand | Manipulation | −5% Manipulation. −11% if both lost | |
Middle Finger | 3.6 | 2 | 15.0% | 0.32% | Hand | Manipulation | −5% Manipulation. −11% if both lost | |
Index Finger | 3.6 | 2 | 14.0% | 0.30% | Hand | Manipulation | −5% Manipulation. −11% if both lostt | |
Thumb | 3.6 | 2 | 15.0% | 0.32% | Hand | Manipulation | −5% Manipulation. −11% if both lost | |
Pelvis | 11.25 | 1 | 1% | 1% | Torso | Moving | Cannot be destroyed Up to −96% Moving. | |
Leg | 13.5 | 2 | 10.0% | 6% | Torso | Moving | −50% Moving. −100% if both lost | |
Femur | 11.25 | 2 | 10.0% | 1% | Leg | Moving | −50% Moving. −100% if both lost | |
Tibia | 11.25 | 2 | 10.0% | 1% | Leg | Moving | −50% Moving. −100% if both lost | |
Left foot | 11.25 | 1 | 20.0% | 0.66% | Leg | Moving | −50% Moving. −100% if both lost | |
Right foot | 11.25 | 1 | 20.0% | 0.64% | Leg | Moving | −50% Moving. −100% if both lost | |
Left little Toe | 3.6 | 1 | 10.0% | 0.20% | Foot | Moving | −4% Moving. −8% if both lost | |
Right little Toe | 3.6 | 1 | 11.0% | 0.22% | Foot | Moving | −4% Moving. −8% if both lost | |
Fourth Toe | 3.6 | 2 | 12.0% | 0.24% | Foot | Moving | −4% Moving. −8% if both lost | |
Middle Toe | 3.6 | 2 | 14.0% | 0.28% | Foot | Moving | −4% Moving. −8% if both lost | |
Second Toe | 3.6 | 2 | 15.0% | 0.30% | Foot | Moving | −4% Moving. −8% if both lost | |
Big Toe | 3.6 | 2 | 16.0% | 0.32% | Foot | Moving | −4% Moving. −8% 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.
Version history
- 0.7.581 - Added.
- Beta 19/ 1.0 - nuzzle interval 72 -> 48 hours