Deer

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Deer

Deer

A medium-sized herding herbivore which prefers to live in mixed forests and plains. Deer are very quick.

Base Stats

Type
Animal
Market Value
250 Silver
Flammability
70%

Pawn Stats

Combat Power
50
Move Speed
5.5 c/s
Health Scale
90% HP
Body Size
1.2
Mass - Baby
14.4 kg
Mass - Juvenile
36 kg
Mass - Adult
72 kg
Carrying Capacity
90 kg
Filth Rate
16
Hunger Rate
0.32 Nutrition/Day
Diet
herbivorous
Life Expectancy
15 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)

Production

Meat Yield
168 Venison venison
Leather Yield
48 Plainleather plainleather
Gestation Period
5.661 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left leg
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 2
Front left leg
7 dmg (Poke)
10 % AP
2 second cooldown
Attack 3
Front right leg
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 4
Front right leg
7 dmg (Poke)
10 % AP
2 second cooldown
Attack 5
Teeth
8 dmg (Bite)
12 % AP
2 second cooldown
0.5 chance factor
Attack 6
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.2506
Technical
tradeTags
AnimalCommon


Deer are herding herbivorous animals that are found in temperate forests, temperate swamps, boreal forests, and cold bogs. Males of the species are called Bucks and can be distinguished by the presense of antlers and larger visual size, while females are called Does and are visually smaller and lack antlers. Young deer of both genders are light colored and spotted. Despite the visual differences, adult deer of both genders have the same stats and attacks.

Summary

Deer are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot.

Analysis

Other than being an animal to be hunted, deer don't have much of a purpose.

Ibex are more efficient ranch animals, are easier to tame, and they can be found in all biomes that deer populate. Deer are better to hunt than ibex, as deer are larger targets (which won't revenge when hunted).

Nutrition

When slaughtered, a deer yields 35 meat and 17 leather as a baby; 84 meat and 28 as a juvenile; or 168 meat and 48 leather as an adult. 1 meat is equal to 0.05 nutrition.

An adult deer consumes 0.32 nutrition per day, and a doe creates up to 0.18 offspring per day.

  • When offspring are slaughtered as babies, a doe will produce 0.31 nutrition of meat per day, giving an optimal nutrition efficiency of 96.6%.
  • If the offspring are allowed to grow to adulthood, they will consume an additional 0.73 nutrition per day, but will instead yield 1.48 nutrition per day as they are slaughtered, resulting in an optimal nutrition efficiency of 141.4%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 48.3% for baby slaughter and 108.4% for adult slaughter.

As mentioned above, ibex, as well as horses, are superior for nutrition. Horses are also pack animals.

Training

This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.png
Rescue:  Ex.png
Haul:  Ex.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


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 36 1 100% 26% N/A[4] Ex.png - Death
Spine 22.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 18 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 13.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 13.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 13.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 18 1 3% 3% Body Check.png Digestion
Death
Neck 22.5 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 22.5 1 75% 2.475% Neck Ex.png - Death
Skull 22.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 9 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 9 2 12% 1.98% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 10.8 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 9 1 10% 1.65% Head Ex.png - -
AnimalJaw 9 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 27 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 9 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 27 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 9 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost.
  1. 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.
  2. 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.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.
  5. If Moving drops below 16% a pawn cannot move.
  6. A Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated

Gallery