Rat
Rat
A widely-hated rodent known for soiling kitchens and spreading disease, rats have a way of following humans everywhere they go. It eats almost anything and lives almost anywhere.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 30
- Move Speed
- 4 c/s
- Health Scale
- 29% HP
- Body Size
- 0.2
- Mass - Baby
- 2.4 kg
- Mass - Juvenile
- 6 kg
- Mass - Adult
- 12 kg
- Carrying Capacity
- 15 kg
- Filth Rate
- 1
- Hunger Rate
- 0.16 Nutrition/Day
- Diet
- omnivorous grazer
- Life Expectancy
- 8 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 50%
- Minimum Handling Skill
- 4
- Mate Interval
- 8 hours
- Maturity Age
- 0.222 years (13.3 days)
- Juvenile Age
- 0.1 years (6 days)
- Comfortable Temp Range
- -30 °C – 40 °C (-22 °F – 104 °F)
Production
- Meat Yield
- 31 rat meat
- Leather Yield
- 16 lightleather
- Gestation Period
- 5.661 days
- Offspring Per Birth
- 1-3 (1.614 avg)
Melee Combat
- Attack 1
- Front left paw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown - Attack 2
- Front right paw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown - Attack 3
- Teeth
6 dmg (Bite)
9 % 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
- 1.36
- tradeTags
- AnimalCommon
The rat is a small ground mammal which scavenges for most of its food.
Rats can be found in temperate forests, temperate swamps, tropical rainforests, tropical swamps, arid shrublands, boreal forests, and cold bogs.
Summary
Rats have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.
Analysis
Rats breed quickly and are a very cheap animal, both in Market Value and in food costs. They can dispose of all your human corpses or graze on grass. Set an allowed area to exclude your tamed rats from your colony's main food supply, so that they won't eat your food. In the winter, wild rats will also eat your own food if you're not careful.
As tamed animals, rats are very good cannon fodder due to their rapid breed time. While they cannot be trained to attack, you can set an allowed area mid-battle to command your rat army wherever needed. Compared to hares, rats have a lower wildness, meaning they less effort to handle, but hares are faster and reproduce more often. Rats can also eat corpses and other forms of meat.
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 |
---|---|---|---|---|---|---|---|---|
Body | 11.6 | 1 | 100% | 26% | N/A[4] | - | Death | |
Spine | 7.25 | 1 | 3% | 3.0% | Body | Moving |
−100% Moving[5] | |
Stomach | 5.8 | 1 | 3% | 3.0% | Body | Digestion |
−50% Digestion | |
Heart | 4.35 | 1 | 3% | 3.0% | Body | Blood Pumping |
Death | |
Lung | 4.35 | 2 | 3% | 3.0% | Body | Breathing |
−50% Breathing. Death if both lost | |
Kidney | 4.35 | 2 | 3% | 3.0% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost | |
Liver | 5.8 | 1 | 3% | 3.0% | Body | Digestion |
Death | |
Neck | 7.25 | 1 | 22% | 22% | Body | Eating Talking Breathing |
Death | |
Head | 7.25 | 1 | 75% | 9.9% | Neck | - | Death | |
Skull | 7.25 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 2.9 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 2.9 | 2 | 12% | 0.495% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 3.48 | 2 | 8% | 0.33% | Head | Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
Nose | 2.9 | 1 | 10% | 0.4125% | Head | - | −15 Disfigured Social penalty | |
AnimalJaw | 2.9 | 1 | 10% | 0.4125% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 8.7 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack[6] | |
Front Paw | 2.9 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 8.7 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost | |
Rear Paw | 2.9 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% 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.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.