Difference between revisions of "Thrumbo"

From RimWorld Wiki
Jump to navigation Jump to search
m (cleanup)
m
Line 42: Line 42:
 
* Trap it by building a room around while it sleeps, then you can either inebriate it by storing beer within and will eventually pass out / die. Or set the room on fire to kill from burning / heatstroke. But, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable.
 
* Trap it by building a room around while it sleeps, then you can either inebriate it by storing beer within and will eventually pass out / die. Or set the room on fire to kill from burning / heatstroke. But, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable.
  
* Kiting: Using a fast colonist (at least 120% Moving; use [[bionic leg]]s or [[Go-juice]]) as bait, lure it through a firing squad or turrets laying fire at a long distance If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attacking something else instead.
+
* Kiting: Using a fast colonist (at least 120% Moving; use [[Bionic Leg|bionic leg]]s or [[Go-juice]]) as bait, lure it through a firing squad or turrets laying fire at a long distance If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attacking something else instead.
  
 
* Peek-a-boo: Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the Thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.
 
* Peek-a-boo: Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the Thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.

Revision as of 06:30, 1 May 2017

Thrumbo

Thrumbo

"A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is priceless in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak."

Base Stats

Type
AnimalsWild
Market Value
4400 Silver

Pawn Stats

Move Speed
5.25 c/s
Health Scale
1300% HP
Body Size
3.5
Mass - Baby
42 kg
Mass - Juvenile
105 kg
Mass - Adult
210 kg
Carrying Capacity
263 kg
Filth Rate
1
Hunger Rate
7.2 Nutrition/Day
"herbivorous and dendrovorous" is not in the list (omnivorous (human), omnivorous grazer, omnivorous, herbivorous, dendrovorous, carnivorous, raw meat and corpses, ovivorous, animal products, none, ...) of allowed values for the "Diet" property.
Diet
herbivorous and dendrovorous
Life Expectancy
220 years
Manhunter Chance
100%
Manhunter Chance (Taming)
2.5%
Trainable Intelligence
Advanced
Wildness
99%
Minimum Handling Skill
10
"+" can not be assigned to a declared number type with value 25.
Maturity Age
Expression error: Unexpected round operator. years Expression error: Unexpected < operator.

Production

Meat Yield
140 Thrumbo meat thrumbo meat
Leather Yield
140 Thrumbofur thrumbofur
Gestation Period
80 days
Offspring Per Birth
1

Melee Combat

Attack
Horn
22 dmg (Scratch)
33 % AP
110 second cooldown
Average DPS
0.12

Thrumbos are not native to any biome, instead appearing in all biomes through a random event. Sought by hunters (more profitable dead than alive) for their valuable horn (3.000 silver) and fur. The horn can also be used as a powerful melee weapon. Their fur makes the most valuable clothing (a legendary Parka of Thrumbofur is worth 16,105 silver) and they yield more meat than any other animal when butchered.

Thrumbos are extremely powerful and a rampaging one can threaten the entire colony. Take precaution when attempting to hunt them; they can move faster than a colonist and their horn inflicts massive damage. Never ever engage except on favorable terms.

An incapacitated Thrumbo is an excellent opportunity to train healing skills as it may have sustained dozens of treatable wounds. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.

Juvenile thrumbos will not drop horns, though they are never encountered in the wild.

Hunting Tactics

  • Trap it by building a room around while it sleeps, then you can either inebriate it by storing beer within and will eventually pass out / die. Or set the room on fire to kill from burning / heatstroke. But, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable.
  • Kiting: Using a fast colonist (at least 120% Moving; use bionic legs or Go-juice) as bait, lure it through a firing squad or turrets laying fire at a long distance If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attacking something else instead.
  • Peek-a-boo: Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the Thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.
  • Artifacts: Shoot with a psychic shock lance when it is sleeping, this will sometimes cause death or will leave it unconscious for a moment making it easier to attack with fire power, but be careful when doing this since it might enrage other Thrumbos around.
    • Alternatively, shooting with a psychic insanity lance will make the Thrumbo attack anything on sight including other Thrumbos around meaning that they will kill or at least incapacitate each other. Maddened Thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them, provided that the thrumbo is downed or you can outrun the thrumbo.
  • Turret overhaul: You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets in a chosen area, maybe your crop fields or just an empty area. Then, trigger the Thrumbo to attack and escape inside the colony (Make sure all colonists are drafted/ restricted to minimize death risk). The automatic turrets will do the rest shredding our target to pieces. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage.
  • Melee ganking: If and only if you have enough melee fighters with good equipment, you can rush the Thrumbo down. You will need at least 4 very well-armored colonists, or 6 modestly armored colonists. Have all your fighters be fully armored, and equip the highest damaging melee weapon they can find, such as the Longsword, or scyther blades for your useless incapable-of-hauling colonist. You can combine this with a firing squad to chip at the thrumbo while your brawlers cut it down; in this case, it's best that you outfit them with personal shields to prevent friendly fire.
  • Animal ganking: Similar to melee ganking with your colonists, except with your more expendible battle animals. Draft a trainer who has animals trained with Release assigned to him, provoke the thrumbo with ranged fire, then hit 'Release animals' for the trainer, and watch as the thrumbo is helplessly swarmed by your angry horde of whatever. Ranged fire provides good support for this, but remember never to let your bonded animals into battle as they have a great chance of dying and giving their master a long-lasting poor mood.

Taming

One of the hardest animals to tame, even at level 20 you may only have a 1% chance to tame it. Additionally, thrumbos have a 2.5% chance to turn manhunter on a failed taming attempt, making this animal one of the hardest to tame. Even on best of terms a handler can still enrage a Thrumbo, who will likely incapacitate or kill the handler. The best method of training a Thrumbo is therefore capturing a wounded Thrumbo and healing it, as your doctor has a chance of bonding with the animal for each attempt.

Successfully tamed Thrumbos are of little everyday use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Carry mechanics do not allow the Thrumbo to carry multiple stacks of items despite its strength. Still, being extremely dangerous in combat and having lots of hitpoints to tank, a Thrumbo pet can become a colony's last line of defense against infestations or mechanoid drops.

Training

Thrumbos can be trained as follows:

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.png
Rescue:  Check.png
Haul:  Check.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

Body part Health
Head
Neck 390
Eye [1]
(left, right)
130
Ear 130
Horn 260
Body 520
Kidney[2]
(left, right)
260
Lung[2]
(left, right)
260
Liver[2] 260
Heart[2] 260
Spine[2] 260
Stomach[2] 325
Legs
(left, right, rear, front)
390
Hoof
(left, right, rear, front)
130
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Template:Clr