Alligator

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Alligator

Alligator

A large semi-aquatic reptile with a powerful bite. Alligators are slow on land, but deadly in the water.

Base Stats

Type
Animal
Market Value
350 Silver
Flammability
70%

Pawn Stats

Combat Power
120
Move Speed
2.8 c/s
Health Scale
120% HP
Body Size
1.5
Mass - Baby
18 kg
Mass - Juvenile
45 kg
Mass - Adult
90 kg
Carrying Capacity
112
Hunger Rate
0.48 Nutrition/Day
Diet
CarnivoreAnimal
Life Expectancy
40 years
Coastal Animal
false
Manhunter Chance
50%
Manhunter Chance (Taming)
30%
Trainable Intelligence
None
Wildness
90%
Minimum Handling Skill
9
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-10 °C – 60 °C (14 °F – 140 °F)

Production

Meat Yield
Alligator meat 210 alligator meat
Leather Yield
Lizardskin 60 lizardskin
Eggs Per Clutch
1 to 2
Egg Laying Interval
12 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Left claw
12 dmg (Scratch)
18 % AP
2 second cooldown
Attack 2
Right claw
12 dmg (Scratch)
18 % AP
2 second cooldown
Attack 3
Teeth
22 dmg (Bite)
33 % AP
2.6 second cooldown
0.7 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
8 dmg (Blunt)
12 % AP
2 second cooldown
0.2 chance factor
Average DPS
4.9352
Technical
tradeTags
AnimalUncommon


An alligator is a large carnivorous animal added by the Odyssey DLC.

Acquisition[edit]

Alligators can be found in temperate swamps, and tropical swamps. They can either be tamed by a handler or self-tame in a random event.

Summary[edit]

A female alligator produces 1.5 alligator egg every 12 day when fertilized. Alligators will not lay unfertilized eggs.

Analysis[edit]

With no default trainability without a sentience catalyst, they aren't good for anything but combat however they are only middling at that. With less wildness, higher melee DPS and health scale, and faster move speed, grizzly and polar bears and wargs are better combat animals. Their advantages in the water are rarely relevant, and are almost always insufficient to make up for their deficiencies.

Training[edit]

This animal can be trained as follows:

Obedience.png Guard:  Ex.png
Release.png Attack:  Ex.png
Rescue.png Rescue:  Ex.png
Haul animal.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[edit]

The body part table is collapsed due to length. Expand to view.

Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 48 1 100% 21% N/A[4] Ex.png - Death
Tail 12 1 5% 5% Body Ex.png - -
Spine 30 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 24 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 18 1 3% 3% Body Check.png Blood Pumping
Death
Lung 18 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 18 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 24 1 3% 3% Body Check.png Digestion
Death
Neck 30 1 24% 6% Body Ex.png Eating
Talking
Breathing
Death
Head 30 1 75% 2.16% Neck Ex.png - Death
Skull 30 1 24% 1.296% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 12 1 70% 3.024% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 12 2 9% 1.62% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 14.4 2 8% 1.44% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 12 1 10% 1.8% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 12 1 10% 1.8% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.[6]
Jowl 24 1 10% 1.8% Head Ex.png - -
Front Leg 36 2 6.5% 4.875% Body Ex.png Moving
−25% Moving. −50% if both lost
Front Claw 8.4 10 5% 0.325% Front Leg Ex.png Manipulation
Moving
−5% Moving. −50% if all lost.
If all lost, claw attack no longer available.[7]
Rear Leg 36 2 6.5% 4.875% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Claw 8.4 10 5% 0.325% Rear Leg Ex.png Moving
−5% Moving. −50% if all 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 Bite attack of Power 10, cooldown 2.6.
  7. A Scratch attack of Power 8, Cooldown 2.

Attack table

  • Alligator Alligator
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 7.96
    (4.94)
    - - 29.25% -
    Left claw
    (Scratch)
    6
    (3.72)
    12 2s 18% 12.5%
    Right claw
    (Scratch)
    6
    (3.72)
    12 2s 18% 12.5%
    Teeth
    (Bite)
    8.46
    (5.25)
    22 2.6s 33% 75%
    Head
    (Blunt)
    4
    (2.48)
    8 2s 12% 0%
    1. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the pawn.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Gallery[edit]

    Version history[edit]