Crow

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Crow

Crow

Intelligent black birds with complex social structures. With a little patience, crows can be tamed to perform a number of fairly complex tasks.

Base Stats

Type
Animal
Market Value
30 Silver
Flammability
70%

Pawn Stats

Combat Power
25
Move Speed
3.10 c/s
Health Scale
10% HP
Body Size
0.15
Mass - Baby
1.8 kg
Mass - Juvenile
4.5 kg
Mass - Adult
9 kg
Carrying Capacity
11
Filth Rate
1
Hunger Rate
0.13 Nutrition/Day
Diet
omnivorous, animal products
Life Expectancy
4 years
Coastal Animal
false
Manhunter Chance
10%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Available Training
Guard, Attack
Wildness
25%
Minimum Handling Skill
2
Mate Interval
12 hours
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-10 °C – 40 °C (14 °F – 104 °F)

Production

Meat Yield
Bird meat 26 bird meat
Eggs Per Clutch
1 to 1
Egg Laying Interval
3 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Feet
1.5 dmg (Scratch)
2 % AP
1.5 second cooldown
Attack 2
Beak
2.8 dmg (Bite)
4 % AP
2 second cooldown
Attack 3
Head
1 dmg (Blunt)
1 % AP
1.5 second cooldown
0.2 chance factor
Average DPS
0.8184

A Crow is an animal added by the Odyssey DLC.

Acquisition[edit]

Crows can be found in temperate forests, boreal forests, grasslands, and scarlands. They can either be tamed by a handler or self-tame in a random event.

Summary[edit]

A female crow produces 1 crow egg every 3 day when fertilized. Crows will not lay unfertilized eggs.

Crows are a flying animal that can be rarely found in Boreal Forests, but they can be trained to attack specific targets.

Analysis[edit]

Crows in combat are best described as "Disruptors", thanks to their attack target training and flight they can ignore terrain costs when pursuing specific targets, this allows them to interrupt otherwise dangerous ranged units that any regular melee pawn wouldn't be able to get to in time to prevent serious damage. Unfortunately, Crows are not flying rats, being hindered by their rather slow reproduction, limiting their role as true cannon fodder.

Training[edit]

This animal can be trained as follows:

Obedience.png Guard:  Check.png
Release.png Attack:  Check.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.


Content added by the Odyssey DLC In addition, a Crow can be trained to perform 'Attack Target': “Command the animal to attack a specific target that its master can see.” (Prerequisite needed: Attack)

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 4 1 100% 19% N/A[4] Ex.png - Death
Tail 1 1 10% 10% Body Ex.png - -
Spine 2.5 1 5% 5% Body Check.png Moving
−100% Moving[5]
Stomach 2 1 4% 4% Body Check.png Digestion
−50% Digestion
Heart 1.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 1.5 2 4% 4% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 1.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 2 1 5% 5% Body Check.png Digestion
−50% Digestion
Neck 2.5 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 2.5 1 75% 3.1% Neck Ex.png - Death
Skull 2.5 1 30% 1.8% Head Check.png - Cannot be destroyed.
Increasing Pain based on damage.
Brain 1 1 60% 2.7% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 1 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.
Beak 2 1 25% 3.8% Head Ex.png Eating
Talking
Manipulation
−100% Manipulation
−90% Eating[6]
Leg 3 2 10% 5% Body Ex.png Moving
−50% Moving. −100% if both lost.
Foot 2.5 2 50% 5% Leg Ex.png Moving
−50% Moving. −100% 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. Note that eating won't go below 10%.

Gallery[edit]

Version history[edit]