Fennec fox

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Fennec fox

Fennec fox

A small fox originally from the northern part of Earth's Africa continent. It hunts small creatures and has very large ears for cooling itself in the heat.

Base Stats

Type
Animal
Market Value
200 Silver
Flammability
70%

Pawn Stats

Combat Power
45
Move Speed
4.6 c/s
Health Scale
70% HP
Body Size
0.55
Mass - Baby
6.6 kg
Mass - Juvenile
16.5 kg
Mass - Adult
33 kg
Carrying Capacity
41 kg
Filth Rate
1
Hunger Rate
0.16 Nutrition/Day
Diet
carnivorous
Life Expectancy
9 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Wildness
75%
Minimum Handling Skill
7
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
77 Fox meat fox meat
Leather Yield
27 Foxfur foxfur
Gestation Period
10 days
Offspring Per Birth
1-3 (1.721 avg)

Melee Combat

Attack 1
Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.25
Technical
tradeTags
AnimalCommon


Fennec foxes are small, carnivorous animals. They are one of several different types of fox.

Taming

Fennec foxes can be tamed wild in arid shrublands, deserts, and extreme deserts, randomly join your colony in an event, or bought pre-tamed from a trading ship.

Attacks

Fennec foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for 20 ticks (0.33 secs).

Training

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.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 28 1 100% 21% N/A[4] Ex.png - Death
Tail 7 1 7% 7% Body Ex.png - -
Spine 17.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 14 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 10.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 10.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 10.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 14 1 3% 3% Body Check.png Digestion
Death
Neck 17.5 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 17.5 1 75% 2.25% Neck Ex.png - Death
Skull 17.5 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 7 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 7 2 12% 1.8% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 8.4 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 7 1 10% 1.5% Head Ex.png - -
AnimalJaw 7 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 21 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 7 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 21 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 7 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 Scratch attack that varies from animal to animal. Each front paw allows one attack.

Gallery