Caribou

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Caribou

Caribou

A large member of the deer family, well-adapted to life in cold climates. Caribou can be milked, but refuse to carry packs.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Combat Power
110
Move Speed
5 c/s
Health Scale
200% HP
Body Size
1
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Filth Rate
16
Hunger Rate
0.44 Nutrition/Day
Diet
herbivorous
Life Expectancy
18 years
Manhunter Chance
10%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.3 years (18 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-50 °C – 40 °C (-58 °F – 104 °F)

Production

Meat Yield
140 caribou meat
Leather Yield
40 plainleather
Milk Amount
10 milk
Milking Interval
2 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 2
Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 3
Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 4
Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 5
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor
Attack 6
Head
13 dmg (Blunt)
19 % AP
2.6 second cooldown
Average DPS
3.1
Technical
tradeTags
AnimalFarm, AnimalCommon


The Caribou is a large herbivorous animal that provides meat, plainleather and, if tamed, milk.

Taming[edit]

Caribou can be tamed wild from boreal forests, cold bogs, or tundra, randomly join your colony in an event, or bought pre-tamed from a trading ship.

Summary[edit]

Caribou 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.

A caribou can be milked for up to Milk 10 units of milk every 2 days (depending on your pawn's Animal Gather Yield).

Analysis[edit]

Caribou are animals to be hunted in colder biomes, and serve little other purpose. They are one of the few animals to come in herds and that have a manhunter chance, meaning the entire herd can revenge on a bad shot.

As tamed animals, caribou are almost entirely inferior to yaks, as 2 caribou produce less milk and eat more than 1 yak. Yaks are also pack animals while caribou aren't.

Milking[edit]

Female caribou produce Milk 5 per day, or 0.25 nutrition in milk per day. A caribou consumes 0.44 nutrition per day. This results in a nutrition efficiency of 56.8% from milk alone (or Milk 11.36 per day per 1 nutrition consumed).

Yaks produce 120% more milk than caribou on average, but eat only 95% more food.

Training[edit]

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[edit]


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 80 1 100% 26% N/A[4] Ex.png - Death
Spine 50 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 40 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 30 1 3% 3% Body Check.png Blood Pumping
Death
Lung 30 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 30 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 40 1 3% 3% Body Check.png Digestion
Death
Neck 50 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 50 1 75% 2.475% Neck Ex.png - Death
Skull 50 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 20 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 20 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 24 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 20 1 10% 1.65% Head Ex.png - -
AnimalJaw 20 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 60 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 20 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 60 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 20 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[edit]