Polar bear

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Polar bear

Polar bear

A great white bear adapted for frozen climates. Their thick blubber and fur keep them warm in winter.
While their usual diet consists of fish and scavenged meat, the polar bear can also use its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.

Base Stats

Type
Animal
Market Value
700 Silver
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
85%
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
-55 °C – 40 °C (-67 °F – 104 °F)

Production

Meat Yield
301 Bear meat bear meat
Leather Yield
86 Bearskin bearskin
Gestation Period
10 days
Offspring Per Birth
1

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
Technical
tradeTags
AnimalUncommon, AnimalFighter


Polar bears are huge solitary omnivores found in cold bogs, tundra, ice sheets, and sea ice. They are identical to a grizzly bear, except for their appearance, habitat, comfortable temperature range, and wildness (85% versus 80% for a grizzly bear).

Taming[edit]

  • Polar bears can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader.

Analysis[edit]

Due to the food-scarce environments they inhabit (like an ice sheet), polar bears are likely to hunt your animals and colonists for their need of food. Keep a good watch on polar bears when first settling on a frozen biome.

If they can be fed and successfully obtained, despite their 30% manhunter chance on failed taming attempts, bears make decent haulers and good melee blockers.

Comparison to other haulers[edit]

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[edit]

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

Neither Elephants or Rhinoceroses are tolerant of the cold environments where Polar Bears are likely to be found, requiring additional construction work to effectively allow their use as alternatives.

Attacks[edit]

Polar bears have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 7 seconds on their first strike when hunting.

Training[edit]

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[edit]


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] Ex.png - Death
Spine 62.5 1 3% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 50 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 37.5 1 3% 3.0% Body Check.png Blood Pumping
Death
Lung 37.5 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 37.5 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 50 1 3% 3.0% Body Check.png Digestion
Death
Neck 62.5 1 22% 22% Body Ex.png Eating
Talking
Breathing
Death
Head 62.5 1 75% 9.9% Neck Ex.png - Death
Skull 62.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 25 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 25 2 12% 0.495% Head Ex.png 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 Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 25 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 25 1 10% 0.4125% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 75 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack[6]
Front Paw 25 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 75 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Paw 25 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[edit]

Trivia[edit]

  • While in real life polar bears are significantly larger than grizzly bears, in RimWorld they are identical save for their habitat and cold resistance.