Gorilla

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Gorilla

Gorilla

A massive and intelligent great ape. While generally peaceful, gorillas are terrifying when enraged.

Base Stats

Type
Animal
Market Value
600 Silver
Flammability
70%

Pawn Stats

Combat Power
160
Move Speed
4.7 c/s
Health Scale
200% HP
Body Size
2
Mass - Baby
24 kg
Mass - Juvenile
60 kg
Mass - Adult
120 kg
Carrying Capacity
150
Filth Rate
4
Hunger Rate
0.86 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
40 years
Coastal Animal
false
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Trainable Intelligence
Advanced
Available Training
Guard, Attack, Rescue, Haul, Forage
Wildness
60%
Minimum Handling Skill
6
Mate Interval
12 hours
Maturity Age
0.266 years (16 days)
Juvenile Age
0.2 years (12 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-10 °C – 50 °C (14 °F – 122 °F)

Production

Meat Yield
Gorilla meat 280 gorilla meat
Leather Yield
Lightleather 80 lightleather
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Left fist
14 dmg (Blunt)
21 % AP
1.5 second cooldown
Attack 2
Right fist
14 dmg (Blunt)
21 % AP
1.5 second cooldown
Attack 3
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.7 chance factor
Attack 4
Head
6 dmg (Blunt)
9 % AP
2 second cooldown
0.2 chance factor
Average DPS
4.96
Technical
tradeTags
AnimalUncommon


A gorilla is an animal added by the Odyssey DLC.

Acquisition[edit]

Gorillas can be found in tropical rainforests, and tropical swamps. They can either be tamed by a handler or self-tame in a random event.

Gorillas can be bought and sold in other faction bases and from exotic goods traders. Gorillas purchased from traders will be already tamed.

Summary[edit]

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Analysis[edit]

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Foraging[edit]

Forager Forage Nutrition per day
Raccoon .24
Pig 1.02
Wild Boar .51
Gorilla 1.2
10 Plants Skill Pawn 0.9

Training[edit]

This animal can be trained as follows:

Obedience.png Guard:  Check.png
Release.png Attack:  Check.png
Rescue.png Rescue:  Check.png
Haul animal.png Haul:  Check.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 Gorilla can be trained to perform 'Forage': “The animal will occasionally find berries, mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.”

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
Torso 80 1 100% 15% N/A[4] Ex.png Death
Neck 50 1 10% 2.8% Torso Ex.png Breathing
Eating
Talking
Death
Head 50 1 72% 1.6% Neck Ex.png Death
Skull 50 1 18.0% 0.39% Head Check.png Cannot be destroyed
Increasing Pain based on damage.
Brain 20 1 70.0% 0.91% Skull Check.png Consciousness Death
Damage always results in scarring.
Eye 20 2 12.0% 0.86% Head Ex.png Sight −25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 24 2 8.0% 0.58% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Nose 20 1 10.0% 0.72% Head Ex.png
Jaw 20 1 10.0% 0.72% Head Ex.png Manipulation −33% Manipulation
Tail 20 1 2% 2% Torso Ex.png
Spine 50 1 3% 3% Torso Check.png Moving −100% Moving[5]
Ribcage 60 1 4.5% 4.5% Torso Check.png Breathing Cannot be destroyed
Up to −48% Breathing
Increasing Pain based on damage.
Sternum 40 1 0.5% 0.5% Torso Check.png Breathing Cannot be destroyed
Up to −48% Breathing
Increasing Pain based on damage.
Heart 30 1 3% 3% Torso Check.png Blood Pumping Death
Lung 30 2 3% 3% Torso Check.png Breathing −50% Breathing. Death if both lost
Stomach 40 1 4% 4% Torso Check.png Digestion −50% Digestion
Liver 40 1 3% 3% Torso Check.png Blood Filtration
Digestion
Death
Kidney 30 2 3% 3% Torso Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Shoulder 60 2 10.0% 1.5% Torso Ex.png Manipulation −33% Manipulation. −67% if both lost
Arm 60 2 85.0% 4.7% Shoulder Ex.png Manipulation −33% Manipulation. −67% if both lost
Clavicle 50 2 1% 1% Torso Check.png Manipulation
Humerus 50 2 10.0% 0.85% Arm Check.png Manipulation −33% Manipulation. −67% if both lost
Radius 40 2 10.0% 0.85% Arm Check.png Manipulation −33% Manipulation. −67% if both lost
Hand 40 2 25.0% 0.68% Arm Ex.png Manipulation −33% Manipulation. −67% if both lost
Pinky Finger 16 2 11.0% 0.23% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Ring Finger 16 2 13.0% 0.28% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Middle Finger 16 2 15.0% 0.32% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Index Finger 16 2 14.0% 0.30% Hand Ex.png Manipulation −5% Manipulation. −11% if both lostt
Thumb 16 2 15.0% 0.32% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Pelvis 50 1 1% 1% Torso Check.png Moving Cannot be destroyed
Up to −96% Moving.
Leg 60 2 10.0% 6% Torso Ex.png Moving −50% Moving. −100% if both lost
Femur 50 2 10.0% 1% Leg Check.png Moving −50% Moving. −100% if both lost
Tibia 50 2 10.0% 1% Leg Check.png Moving −50% Moving. −100% if both lost
Left foot 50 1 20.0% 0.66% Leg Ex.png Moving −50% Moving. −100% if both lost
Right foot 50 1 20.0% 0.64% Leg Ex.png Moving −50% Moving. −100% if both lost
Left little Toe 16 1 10.0% 0.20% Foot Ex.png Moving −4% Moving. −8% if both lost
Right little Toe 16 1 11.0% 0.22% Foot Ex.png Moving −4% Moving. −8% if both lost
Fourth Toe 16 2 12.0% 0.24% Foot Ex.png Moving −4% Moving. −8% if both lost
Middle Toe 16 2 14.0% 0.28% Foot Ex.png Moving −4% Moving. −8% if both lost
Second Toe 16 2 15.0% 0.30% Foot Ex.png Moving −4% Moving. −8% if both lost
Big Toe 16 2 16.0% 0.32% Foot Ex.png Moving −4% Moving. −8% 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.

Attack table

  • Gorilla Gorilla
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 8
    (4.96)
    - - 19.5% -
    Left fist
    (Blunt)
    9.33
    (5.79)
    14 1.5s 21% 37.5%
    Right fist
    (Blunt)
    9.33
    (5.79)
    14 1.5s 21% 37.5%
    Teeth
    (Bite)
    5
    (3.1)
    10 2s 15% 25%
    Head
    (Blunt)
    3
    (1.86)
    6 2s 9% 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.

    Trivia[edit]

    Gorillas in RimWorld have tails, unlike their real world counterparts.

    Gallery[edit]

    Version history[edit]