Greatwolf

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Greatwolf

Greatwolf

A genetically engineered canine modeled on long-extinct dire wolves. These fearsome predators were created as pets for the glitterworld elite. Wild greatwolves now populate many planets, due to their tendency to escape confinement.

Base Stats

Type
Animal
Market Value
500 Silver
Flammability
70%

Pawn Stats

Combat Power
95
Move Speed
5.50 c/s
Health Scale
150% HP
Body Size
1.5
Mass - Baby
18 kg
Mass - Juvenile
45 kg
Mass - Adult
90 kg
Carrying Capacity
112
Filth Rate
2
Hunger Rate
0.64 Nutrition/Day
Diet
carnivorous
Life Expectancy
18 years
Coastal Animal
false
Manhunter Chance
100%
Manhunter Chance (Taming)
30%
Trainable Intelligence
Advanced
Available Training
Guard, Attack, Rescue, Haul
Wildness
95%
Minimum Handling Skill
10
Mate Interval
12 hours
Maturity Age
0.5 years (30 days)
Juvenile Age
0.2 years (12 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-50 °C – 40 °C (-58 °F – 104 °F)

Production

Meat Yield
Greatwolf meat 210 greatwolf meat
Leather Yield
Wolfskin 60 wolfskin
Gestation Period
10 days
Offspring Per Birth
1-3 (1.721 avg)

Melee Combat

Attack 1
Front left paw
10.9 dmg (Scratch)
16 % AP
2 second cooldown
0.5 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
10.9 dmg (Scratch)
16 % AP
2 second cooldown
0.5 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
12 dmg (Bite)
18 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
6 dmg (Blunt)
9 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.6332
Technical
tradeTags
AnimalUncommon, AnimalFighter


A greatwolf, called greatwolf puppy as a baby, is an animal added by the Odyssey DLC. It is similar to the timber wolf and arctic wolf but almost twice their size. It is also wilder, faster and hungrier.

Acquisition[edit]

Greatwolves can be found in boreal forests, cold bogs, tundra, and glacial plains. They can either be tamed by a handler or self-tame in a random event.

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

Summary[edit]

A generalist animal suited for cold climates. Its stats make the greatwolf suited to locking enemies into melee. However due to the greatwolf poor DPS it needs to be supported by colonists to down enemies quickly. It`s high food consumption and carnivorous diet make them poor late game animals however.

Analysis[edit]

Animal Health Scale DPS Move Speed Hunger rate Training Decay
Greatwolf 1.5 3.633 5.5 0.64 7.5
Arctic wolf 0.99 3.633 5 0.29 6.9
Timber wolf 0.99 3.633 5 0.29 6.9
Scimitar cat 1.5 4.675 6 0.42 7.2
Husky 1.05 3.119 5 0.8 12
Polar bear 2.5 5.375 4.6 0.56 6.9

The biggest downside is the greatwolf`s high food consumption of 0.64 but due to being a carnivore it can eat human corpses, which due to its native cold climate can be relatively easily stored. Its notable stats are high speed and somewhat high HP (relative to its competitors).

Compared to a husky it is strictly better for combat and hauling but it is a carnivore whereas the husky is an omnivore.

While having higher HP than similar animals, it is still relatively fragile. For use as a tank, polar bears should be the more favored animals. Notably the polar bear requires less food in spite of having more HP.

For purely combat the Scimitar cat is superior due to higher speed, lower body size and higher DPS. The main advantage of the greatwolf is faster breeding due to having an average of 1.721 average offspring per birth compared to the just 1 of the Scimitar cat. While not as individually dangerous as a Scimitar cat, it instead compensates with greater numbers.

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.

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 60 1 100% 21% N/A[4] Ex.png - Death
Tail 15 1 7% 7% Body Ex.png - -
Spine 37.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 30 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 22.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 22.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 22.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 30 1 3% 3% Body Check.png Digestion
Death
Neck 37.5 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 37.5 1 75% 2.25% Neck Ex.png - Death
Skull 37.5 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 15 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 15 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 18 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 15 1 10% 1.5% Head Ex.png - -
AnimalJaw 15 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 15 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 15 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

  • Greatwolf Greatwolf
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 5.86
    (3.63)
    - - 17.5% -
    Front left paw
    (Scratch)
    5.45
    (3.38)
    10.9 2s 16% 12.5%
    Front right paw
    (Scratch)
    5.45
    (3.38)
    10.9 2s 16% 12.5%
    Teeth
    (Bite)
    6
    (3.72)
    12 2s 18% 75%
    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.

    Gallery[edit]

    Version history[edit]