Elephant
Elephant
The largest unmodified land animal. Elephants have a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.
Intelligent creatures with complex social relationships, elephants can be used as pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 260
- Move Speed
- 4.8 c/s
- Health Scale
- 360% HP
- Body Size
- 4
- Mass - Baby
- 48 kg
- Mass - Juvenile
- 120 kg
- Mass - Adult
- 240 kg
- Pack Capacity
- 140 kg
- Carrying Capacity
- 300
- Riding Speed
- 1.3
- Filth Rate
- 24
- Hunger Rate
- 2.57 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 50 years
- Coastal Animal
- false
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Advanced
- Available Training
- Guard, Attack, Rescue, Haul
- Wildness
- 75%
- Minimum Handling Skill
- 8
- Mate Interval
- 12 hours
- Maturity Age
- 0.666 years (40 days)
- Juvenile Age
- 0.3 years (18 days)
- Toxic Resistance
- 50%
- Toxic Environment Resistance
- 0%
- Comfortable Temp Range
- -12 °C – 50 °C (10.4 °F – 122 °F)
Production
- Meat Yield
560 elephant meat
- Leather Yield
160 elephant leather
- Gestation Period
- 13.32 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Tusk
25 dmg (Scratch)
37 % AP
2.6 second cooldown - Attack 2
- Tusk
25 dmg (Stab)
37 % AP
2.6 second cooldown - Attack 3
- Front left leg
16.9 dmg (Blunt)
25 % AP
2 second cooldown - Attack 4
- Front right leg
16.9 dmg (Blunt)
25 % AP
2 second cooldown - Attack 5
- Head
14 dmg (Blunt)
21 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 5.8156
- tradeTags
- AnimalUncommon
Elephants, called elephant calves as babies, are large land animals often found in tropical rainforests, tropical swamps, and arid shrublands. They have elephant tusks, which they use to fight in melee.
Acquisition[edit]
Elephants can be found in tropical rainforests, tropical swamps, and arid shrublands. They can either be tamed by a handler or self-tame in a random event.
Elephants can be bought and sold in other faction bases and from exotic goods traders. Elephants purchased from traders will be already tamed.
Summary[edit]
When an adult elephant is butchered, it yields 2 elephant tusks, unless the tusk body part is damaged.
Elephants can be brought on caravans as pack animals, they can carry 140 kg of weight, almost double that of the muffalo. They can additionally be ridden for up to 130% caravan speed, reached if there is at least 1 elephant per rider.
Analysis[edit]
Elephants are difficult to tame and eat a high amount of food, but are very powerful animals. They are in the unique position as the only pack animal that can be trained to haul. They can also be ridden in a caravan for extra speed. As a bonus, elephants are great at combat.
Elephants come in herds; hunting 1 elephant may anger the entire herd. In addition, elephants have 50% manhunter on hunt but 0% manhunter on a failed tame. Even if you want to slaughter elephants, consider taming them first. As a plus side, elephant herds are great to use with a psychic animal pulser or the manhunter pulse psycast.
As an attack animal[edit]
Elephants are powerful animals, great for damage soak tactics. They have a high health, joint second with megasloths, but elephants are much easier to tame. In addition, elephants will never go manhunter on a failed taming attempt.
However, this comes at the cost of a high hunger rate. This is not usually a problem, as elephants reside in tropical biomes, but can be an issue during a toxic fallout or caravan trip.
Odyssey DLC allows Elephants to be trained to perform a 'War trumpet': "Command the animal to release a powerful roar. This has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation." . This synergies well with its high health and damage soak tactics.
Animal | Health Scale | DPS | Move Speed | Hunger rate | Training Decay |
---|---|---|---|---|---|
Thrumbo | 8 | 6.882 | 5.5 | 2.8 | 6.1 |
Megasloth | 3.6 | 6.126 | 4.8 | 1.6 | 6.2 |
Elephant | 3.6 | 5.816 | 4.8 | 2.57 | 7.5 |
Rhinoceros | 3.5 | 5.481 | 5 | 1.71 | 6.6 |
Bear | 2.5 | 5.375 | 4.6 | 0.56 | 7.2 |
As a pack animal[edit]
Elephants, despite carrying the most out of any pack animal in the game, are not great pack animals. This is due to their high hunger rate. 1 elephant carries less and eats more than 2 muffalo or 5 alpaca. Elephants can be ridden, and the only rideable animal native to the tropics, where their hunger usually isn't an issue. However, any other rideable animal would be better on a caravan (2 donkeys can carry 2 people, 1 elephant can carry 1 person).
In addition, elephants are the only pack animal that isn't a pen animal. For the sole purpose of packing goods, this is a downside, as elephants need to be re-trained. On the flip side, this allows elephants to be a pack animal that fights enemies and hauls goods.
In Odyssey DLC[edit]
Elephant's war trumpet has a weaker effect than thrumbo's roar. But these effects stack together for a more powerful debuff.
Training[edit]
This animal can be trained as follows:
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*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.
In addition, a Elephant can be trained to perform 'War Trumpet': “Command the animal to release a powerful roar. This has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.”
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 | 144 | 1 | 100% | 20% | N/A[4] | ![]() |
- | Death |
Spine | 90 | 1 | 3% | 3% | Body | ![]() |
Moving |
−100% Moving[5] |
Stomach | 72 | 1 | 3% | 3% | Body | ![]() |
Digestion |
−50% Digestion |
Heart | 54 | 1 | 3% | 3% | Body | ![]() |
Blood Pumping |
Death |
Lung | 54 | 2 | 3% | 3% | Body | ![]() |
Breathing |
−50% Breathing. Death if both lost |
Kidney | 54 | 2 | 3% | 3% | Body | ![]() |
Blood Filtration | −50% Blood Filtration. Death if both lost |
Liver | 72 | 1 | 3% | 3% | Body | ![]() |
Digestion |
Death |
Neck | 90 | 1 | 32% | 6.4% | Body | ![]() |
Eating Talking Breathing |
Death |
Head | 90 | 1 | 80% | 1.28% | Neck | ![]() |
- | Death |
Skull | 90 | 1 | 15% | 1.152% | Head | ![]() |
- | Cannot be destroyed Increasing Pain based on damage. |
Brain | 36 | 1 | 70% | 2.688% | Skull | ![]() |
Consciousness |
Death Damage always results in scarring. |
Eye | 36 | 2 | 6% | 1.536% | Head | ![]() |
Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. |
Ear | 43.2 | 2 | 6% | 1.536% | Head | ![]() |
Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty |
Trunk | 54 | 1 | 28% | 7.168% | Head | ![]() |
Manipulation |
−50% Manipulation. |
Jaw | 36 | 1 | 28% | 1.4336% | Head | ![]() |
Manipulation |
−50% Manipulation. Can no longer use Bite attack, nor Tusk attack. |
Tusk | 72 | 2 | 40% | 2.8672% | Jaw | ![]() |
- | Can no longer use Tusk attack[6] |
Front Leg | 108 | 2 | 6% | 5.1% | Body | ![]() |
Moving |
−25% Moving. −50% if both lost |
Front Hoof | 36 | 2 | 15% | 0.9% | Front Leg | ![]() |
Moving |
−25% Moving. −50% if both lost. |
Rear Leg | 108 | 2 | 6% | 5.1% | Body | ![]() |
Moving |
−25% Moving. −50% if both lost |
Rear Hoof | 36 | 2 | 15% | 0.9% | Rear Leg | ![]() |
Moving |
−25% Moving. −50% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch/Stab attack of Power 25, Cooldown 2.6
Trivia[edit]
As both males and females have tusks, this may imply that the elephants in-game are African Elephants as tusks are a sexually dimorphic trait in Asian Elephants.
Gallery[edit]
Version history[edit]
- 0.12.906 - Added.
- 1.4.3523 - Allow female elephants to drop tusks when butchered. Previously they did not yield tusks despite the texture of female elephants showing tusks, and female elephants' ability to attack with tusks.
- Odyssey DLC Release - Added War Trumpet ability.