Gaumaker dryad

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Gaumaker dryad

Gaumaker dryad

A dryad caste with the unique ability to produce new Gauranlen pods and reproduce the Gauranlen tree along with its symbiote, the dryad queen. To do this, three gaumaker dryads must slowly merge.
In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.


Base Stats

Type
AnimalDryad
Flammability
70%

Pawn Stats

Move Speed
3 c/s
Health Scale
80% HP
Body Size
0.667
Mass - Baby
8.004 kg
Mass - Juvenile
20.01 kg
Mass - Adult
40.02 kg
Carrying Capacity
50
Filth Rate
1
Diet
none
Life Expectancy
80 years
Coastal Animal
false
Manhunter Chance
100%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
Toxic Resistance
100%
Toxic Environment Resistance
0%
Comfortable Temp Range
-50 °C – 50 °C (-58 °F – 122 °F)

Production

Meat Yield
Immature dryad meat 4 immature dryad meat

Melee Combat

Attack 1
Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.5854
Technical
tradeTags
AnimalDryad


Gaumaker dryad are a caste of dryads, a type of animal added by the Ideology DLC that produces Gauranlen sprouts to make new Gauranlen trees.

Summary[edit]

All dryads, including the gaumaker dryad, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have 100% Toxic Resistance, rendering them immune to Toxic fallout and Toxic buildup. Dryads cannot die from blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.

The Gaumaker caste can only be selected if the colonist linking to it follows an ideoligion with the Tree Connection meme, or if the ideoligion system is disabled. Gaumaker dryads can be used produce gauranlen pods, through the following process.

  1. In order to start the gauranlen pod process, the Gauranlen tree must have three gaumaker dryads simultaneously. This means the tree must have at least 50% connection. It must also have a valid tile available: the tile must be 2-3 tiles away from the tree, have at least 70% fertility (can't be sand), and cannot have gauranlan moss or another plant on it.
  2. Once the above conditions are met, the gaumaker dryads will form a gaumaker pod on a valid tile when able. Once three dryads are awake and enter the pod, the gaumaker pod takes four days to mature into a Gauranlen pod. Once the dryads are in the pod, even if the tree's connection strength falls before 50%, the pod will continue to grow.
  3. The Gauranlen pod can be harvested for Gauranlen seeds. The Plant Harvest Yield modifier does apply to the harvestable pod, allowing for multiple seeds to potentially be earned from a single gaumaker.

Analysis[edit]

Gauranlen trees themselves are inefficient outside of specific cases where their alternatives are heavily restricted or impossible - e.g., the trees can be good for pawns that are heavily disabled, or when growing crops at all is impossible. Therefore, producing more Gauranlen trees is not particularly useful outside of Tree Connection colonies, who require a Gauranlen tree for the mood buff, as the normal rate of pod generation (1 pod per 60 days, or 30 days for Tree Connection) is enough in most cases.

In addition, for Tree Connection colonies, another way to generate trees is through the Gauranlen pod sprout ritual reward. The ritual takes only a few hours to immediately spawn a Gauranlen sprout, making it faster than the gaumaker. However, each ritual has a cooldown of up to 20 days and takes up a permanent ritual slot unless using a fluid ideoligion, while the dryad caste can be changed.

Health[edit]

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

Part Name HP C[1] TC[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 32 1 100% 21% N/A[4] Ex.png - Death
Tail 8 1 7% 7% Body Ex.png - -
Spine 20 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 16 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 12 1 3% 3% Body Check.png Blood Pumping
Death
Lung 12 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 12 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 16 1 3% 3% Body Check.png Digestion
Death
Neck 20 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 20 1 75% 2.25% Neck Ex.png - Death
Skull 20 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 8 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 8 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.
Ear 9.6 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 8 1 10% 1.5% Head Ex.png - -
AnimalJaw 8 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 24 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 8 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 24 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 8 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.

Attack table

  • Gaumaker dryad Gaumaker dryad
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 4.17
    (2.59)
    - - 12.33% -
    Front left paw
    (Scratch)
    4
    (2.48)
    8 2s 12% 33.33%
    Front right paw
    (Scratch)
    4
    (2.48)
    8 2s 12% 33.33%
    Teeth
    (Bite)
    4.5
    (2.79)
    9 2s 13% 33.33%
    Head
    (Blunt)
    2
    (1.24)
    4 2s 6% 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]

    • Ideology DLC Release - Added.
    • 1.3.3076 - Fix: Dryads are affected by disease incidents. Fix: In desert areas, Gaumaker dryads never form a gaumaker pod.