Hippo

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Hippo

Hippo

An enormous semi-aquatic mammal with short stocky legs. While it is a herbivore, it can attack with devastating force if provoked. Its powerful jaw can crush bone and armor.

Base Stats

Type
Animal
Market Value
600 Silver
Flammability
70%

Pawn Stats

Combat Power
250
Move Speed
4.2 c/s
Health Scale
340% HP
Body Size
2.8
Mass - Baby
33.6 kg
Mass - Juvenile
84 kg
Mass - Adult
168 kg
Carrying Capacity
210
Filth Rate
20
Hunger Rate
1.6 Nutrition/Day
Diet
herbivorous
Life Expectancy
50 years
Coastal Animal
false
Manhunter Chance
100%
Manhunter Chance (Taming)
30%
Trainable Intelligence
None
Wildness
90%
Minimum Handling Skill
9
Mate Interval
12 hours
Maturity Age
0.55 years (33 days)
Juvenile Age
0.3 years (18 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-8 °C – 40 °C (17.6 °F – 104 °F)

Production

Meat Yield
Hippo meat 392 hippo meat
Leather Yield
Hippo leather 112 hippo leather
Gestation Period
13.32 days
Offspring Per Birth
1

Melee Combat

Attack 1
Teeth
24 dmg (Bite)
36 % AP
2.6 second cooldown
0.7 chance factor
Attack 2
Head
15 dmg (Blunt)
22 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.7226
Technical
tradeTags
AnimalUncommon


A hippo is a large, dangerous, and incredibly filthy animal added by the Odyssey DLC.

Acquisition[edit]

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

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

Summary[edit]

   <moveSpeedFactorByTerrainTag>
  • <key>Water</key> <value>1.25</value>
  • </moveSpeedFactorByTerrainTag>

    Analysis[edit]

    ?

    Training[edit]

    This animal can be trained as follows:

    Obedience.png Guard:  Ex.png
    Release.png Attack:  Ex.png
    Rescue.png Rescue:  Ex.png
    Haul animal.png Haul:  Ex.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 136 1 100% 26% N/A[4] Ex.png - Death
    Spine 85 1 3% 3% Body Check.png Moving
    −100% Moving[5]
    Stomach 68 1 3% 3% Body Check.png Digestion
    −50% Digestion
    Heart 51 1 3% 3% Body Check.png Blood Pumping
    Death
    Lung 51 2 3% 3% Body Check.png Breathing
    −50% Breathing. Death if both lost.
    Kidney 51 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
    Liver 68 1 3% 3% Body Check.png Digestion
    Death
    Neck 85 1 22% 5.5% Body Ex.png Eating
    Talking
    Breathing
    Death
    Head 85 1 75% 2.475% Neck Ex.png - Death
    Skull 85 1 25% 1.2375% Head Check.png - Cannot be destroyed
    Increasing Pain based on damage.
    Brain 34 1 70% 2.8875% Skull Check.png Consciousness
    Death
    Damage always results in scarring.
    Eye 34 2 12% 1.98% Head Ex.png Sight
    −25% Sight. −100% if both lost.
    Damage always results in scarring.
    0% Hit Chance against Blunt damage.
    Ear 40.8 2 8% 1.32% Head Ex.png Hearing
    −25% Hearing. −100% if both lost.
    Nose 34 1 10% 1.65% Head Ex.png - -
    AnimalJaw 34 1 10% 1.65% Head Ex.png Manipulation
    −100% Manipulation.
    Can no longer use Bite attack.
    Front Leg 102 2 7% 5.95% Body Ex.png Moving
    −25% Moving. −50% if both lost.
    Can no longer use Hoof attack.[6]
    Front Hoof 34 2 15% 1.05% Front Leg Ex.png Moving
    −25% Moving. −50% if both lost.
    Rear Leg 102 2 7% 5.95% Body Ex.png Moving
    −25% Moving. −50% if both lost.
    Rear Hoof 34 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated

    Attack table

  • Hippo Hippo
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 9.23
    (5.72)
    - - 36% -
    Teeth
    (Bite)
    9.23
    (5.72)
    24 2.6s 36% 100%
    Head
    (Blunt)
    7.5
    (4.65)
    15 2s 22% 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]