Gaumaker dryad
| This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
| This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Inadequate description of mechannics and analysis, assumes baseline knowledge that new player would not have. |
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
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
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
- 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.
For the Gaumaker's tree to produce a gaumaker pod, there must be a tile of at least 70% fertility (can't be sand), 2-3 tiles away from the tree. This tile must not have any gauranlan moss or another plant on it. Once formed, the Gaumaker pod will wait for three gaumaker dryads to enter it, after which the pod will gain a 4 day countdown timer. After the countdown is done, a harvestable gauranlen pod will replace it.
Analysis[edit]
The Plant Harvest Yield modifier does apply to the harvestable pod, allowing for multiple seeds to potentially be earned from a single gaumaker. Having three gaumaker dryads requires a minimum of 50% tree connectivity.
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 | 32 | 1 | 100% | 21% | N/A[4] | - | Death | |
| Tail | 8 | 1 | 7% | 7% | Body | - | - | |
| Spine | 20 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
| Stomach | 16 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
| Heart | 12 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
| Lung | 12 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
| Kidney | 12 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
| Liver | 16 | 1 | 3% | 3% | Body | Digestion |
Death | |
| Neck | 20 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
| Head | 20 | 1 | 75% | 2.25% | Neck | - | Death | |
| Skull | 20 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 8 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 8 | 2 | 12% | 1.8% | Head | 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 | Hearing |
−25% Hearing. −100% if both lost. | |
| Nose | 8 | 1 | 10% | 1.5% | Head | - | - | |
| AnimalJaw | 8 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
| Front Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
| Front Paw | 8 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
| Rear Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
| Rear Paw | 8 | 2 | 15% | 1.05% | 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 attack that varies from animal to animal. Each front paw allows one attack.
Attack table
| 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% | |
- ↑ 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. - ↑ Assuming a melee hit chance of 62%
- ↑ 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.
