Grizzly bear
Grizzly bear
A huge omnivorous mammal adapted for cold climates. Bears' thick blubber and fur keeps them warm in winter.
While their usual diet consists of fish, berries, honey, and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 200
- Move Speed
- 4.6 c/s
- Health Scale
- 250% HP
- Body Size
- 2.15
- Mass - Baby
- 25.8 kg
- Mass - Juvenile
- 64.5 kg
- Mass - Adult
- 129 kg
- Carrying Capacity
- 161 kg
- Filth Rate
- 4
- Hunger Rate
- 0.56 Nutrition/Day
- Diet
- omnivorous, ovivorous
- Life Expectancy
- 22 years
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 30%
- Trainable Intelligence
- Advanced
- Wildness
- 80%
- Minimum Handling Skill
- 8
- Mate Interval
- 12 hours
- Maturity Age
- 0.5 years (30 days)
- Juvenile Age
- 0.2 years (12 days)
- Comfortable Temp Range
- -40 °C – 40 °C (-40 °F – 104 °F)
Production
Melee Combat
- Attack 1
- Front left paw
17 dmg (Scratch)
25 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Front right paw
17 dmg (Scratch)
25 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
23.6 dmg (Bite)
35 % AP
2.6 second cooldown
0.5 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
11 dmg (Blunt)
16 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 4.89
- tradeTags
- AnimalUncommon, AnimalFighter
Grizzly bears are huge solitary omnivores found in temperate forests, temperate swamps, boreal forests, cold bogs, and tundra.
Although infamously bad-tempered, as wide-ranging creatures that will eat anything, grizzlies rarely are hungry enough to attack your colonists or their livestock without provocation. If they do, they present a problem even to industrial era-equipped colonies thanks to their wall of health and savage amounts of damage. If successfully hunted though, they provide large amounts of meat and valuable bearskin.
They are almost identical to the polar bear - only differing in appearance, habitat, and comfortable temperature range.[Wildness?]
Analysis
If they can be successfully obtained despite their 30% manhunter chance on failed taming attempts, bears make good haulers and melee blockers.
Comparison to other haulers
Animal | Carrying Capacity | Move Speed | Hunger Rate | Training Decay |
---|---|---|---|---|
Bear | 161 | 4.6 | 0.56 | 7.2 |
Wolf | 64 | 5 | 0.29 | 6.9 |
Cougar/panther | 75 | 5 | 0.32 | 7.2 |
Husky | 65 | 5 | 0.8 | 12 |
Labrador retriever | 56 | 5 | 0.64 | 12 |
Comparison to other bulky attackers
Animal | Health Scale | DPS | Move Speed | Hunger Rate | Training Decay |
---|---|---|---|---|---|
Thrumbo | 8 | 6.33 | 5.5 | 2.8 | 6.1 |
Megasloth | 3.6 | 5.73 | 4.8 | 1.6 | 6.2 |
Elephant | 3.6 | 5.35 | 4.8 | 2.57 | 7.5 |
Rhinoceros | 3.5 | 5.24 | 5 | 1.71 | 6.6 |
Bear | 2.5 | 4.89 | 4.6 | 0.56 | 7.2 |
Attacks
Grizzly bears have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 7 seconds on their first strike when hunting.
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 | 100 | 1 | 100% | 26% | N/A[4] | - | Death | |
Spine | 62.5 | 1 | 3% | 3.0% | Body | Moving |
−100% Moving[5] | |
Stomach | 50 | 1 | 3% | 3.0% | Body | Digestion |
−50% Digestion | |
Heart | 37.5 | 1 | 3% | 3.0% | Body | Blood Pumping |
Death | |
Lung | 37.5 | 2 | 3% | 3.0% | Body | Breathing |
−50% Breathing. Death if both lost | |
Kidney | 37.5 | 2 | 3% | 3.0% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost | |
Liver | 50 | 1 | 3% | 3.0% | Body | Digestion |
Death | |
Neck | 62.5 | 1 | 22% | 22% | Body | Eating Talking Breathing |
Death | |
Head | 62.5 | 1 | 75% | 9.9% | Neck | - | Death | |
Skull | 62.5 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 25 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 25 | 2 | 12% | 0.495% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 30 | 2 | 8% | 0.33% | Head | Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
Nose | 25 | 1 | 10% | 0.4125% | Head | - | −15 Disfigured Social penalty | |
AnimalJaw | 25 | 1 | 10% | 0.4125% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 75 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack[6] | |
Front Paw | 25 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 75 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost | |
Rear Paw | 25 | 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.
Gallery
Trivia
- While in real life polar bears are significantly larger than grizzly bears, in RimWorld they are identical save for their habitat and cold resistance.