Gazelle
Gazelle
A small, extremely quick antelope known for its amazingly long leap.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 40
- Move Speed
- 6 c/s
- Health Scale
- 70% HP
- Body Size
- 0.7
- Mass - Baby
- 8.4 kg
- Mass - Juvenile
- 21 kg
- Mass - Adult
- 42 kg
- Carrying Capacity
- 53 kg
- Filth Rate
- 8
- Hunger Rate
- 0.24 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 12 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 7
- Roam Interval
- 2 days
- Mate Interval
- 12 hours
- Maturity Age
- 0.222 years (13.3 days)
- Juvenile Age
- 0.1 years (6 days)
- Comfortable Temp Range
- -10 °C – 40 °C (14 °F – 104 °F)
Production
- Meat Yield
- 98 gazelle meat
- Leather Yield
- 31 plainleather
- Gestation Period
- 5.661 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Front left leg
5.5 dmg (Blunt)
8 % AP
1.5 second cooldown - Attack 2
- Front left leg
5.5 dmg (Poke)
8 % AP
1.5 second cooldown - Attack 3
- Front right leg
5.5 dmg (Blunt)
8 % AP
1.5 second cooldown - Attack 4
- Front right leg
5.5 dmg (Poke)
8 % AP
1.5 second cooldown - Attack 5
- Teeth
7 dmg (Bite)
10 % AP
2 second cooldown
0.7 chance factor - Attack 6
- Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.2444
- tradeTags
- AnimalCommon
The gazelle is a herbivorous animal native to temperate forests, arid shrublands, and deserts.
Obtaining[edit]
Gazelles can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.
Summary[edit]
Gazelle 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.
Analysis[edit]
Nutrition[edit]
When slaughtered, a gazelle yields 25 meat and 14 leather as a baby; 49 meat and 21 leather as a juvenile; or 98 meat and 31 leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult gazelle consumes 0.24 nutrition per day, and a female creates up to 0.18 offspring per day.
- When offspring are slaughtered as babies, a female gazelle will produce 0.22 nutrition of meat per day, giving an optimal nutrition efficiency of 92%.
- If the offspring are allowed to grow to adulthood, they will consume an additional 0.33 nutrition per day, but will instead yield 0.87 nutrition per day as they are slaughtered. The female gazelle would reach an optimal nutrition efficiency of 150.6%.
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 46% for baby slaughter and 106.2% for adult slaughter.
Gazelles are nearly identical in terms of nutrition efficiency to horses, but require about three times as much work to slaughter and butcher. Gazelles are also inferior to ibexes in every way other than ease-of-taming. Still, they are a reasonable animal to farm if they are all that is available.
Training[edit]
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*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 | 28 | 1 | 100% | 26% | N/A[4] | - | Death | |
Spine | 17.5 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 14 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 10.5 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 10.5 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 10.5 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 14 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 17.5 | 1 | 22% | 5.5% | Body | Eating Talking Breathing |
Death | |
Head | 17.5 | 1 | 75% | 2.475% | Neck | - | Death | |
Skull | 17.5 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 7 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 7 | 2 | 12% | 1.98% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 8.4 | 2 | 8% | 1.32% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 7 | 1 | 10% | 1.65% | Head | - | - | |
AnimalJaw | 7 | 1 | 10% | 1.65% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 21 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use Hoof attack.[6] | |
Front Hoof | 7 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 21 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Hoof | 7 | 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated