Lynx
Lynx
A wildcat larger than a housecat, but smaller than a cougar. Lynxes survive on a diet of small birds and animals. Their very warm fur keeps them safe from the brutally cold temperatures of their frozen territories.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 80
- Move Speed
- 5 c/s
- Health Scale
- 80% HP
- Body Size
- 0.6
- Mass - Baby
- 7.2 kg
- Mass - Juvenile
- 18 kg
- Mass - Adult
- 36 kg
- Carrying Capacity
- 45
- Filth Rate
- 2
- Hunger Rate
- 0.19 Nutrition/Day
- Diet
- carnivorous, ovivorous
- Life Expectancy
- 9 years
- Coastal Animal
- false
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 20%
- Trainable Intelligence
- Intermediate
- Available Training
- Guard, Attack
- Wildness
- 80%
- Minimum Handling Skill
- 8
- 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
84 lynx meat- Leather Yield
28 panthera fur- Gestation Period
- 10 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Front left paw
9 dmg (Scratch)
13 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Front right paw
9 dmg (Scratch)
13 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
12 dmg (Bite)
18 % AP
2 second cooldown
0.7 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
- 3.72
- tradeTags
- AnimalUncommon, AnimalFighter
Lynxes, called lynx kittens as babies, are medium-sized, solitary feline predators found in temperate forests, temperate swamps, boreal forests, cold bogs, tundra, ice sheets, glacial plains
, and grasslands
. Although not too dangerous to a moderately experienced, well-equipped hunter, lynxes can menace livestock and pets, and probably will where food is scarce. Their fur has excellent insulation value.
Acquisition[edit]
Lynxs can be found in temperate forests, temperate swamps, boreal forests, cold bogs, tundra, ice sheets, glacial plains
, and grasslands
. They can either be tamed by a handler or self-tame in a random event.
Lynxs can be bought and sold in other faction bases and from exotic goods traders. Lynxs purchased from traders will be already tamed.
Summary[edit]
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Analysis[edit]
Hunting[edit]
Lynxes are fast and have a fairly high chance to turn manhunter upon being attacked, so caution is advised when hunting. You may want to have a couple of people drafted when hunting a Lynx, but a Lynx can be kited by most with a few leg shots and in enough pain to adversely affect consciousness.
While it is twice as valuable as
cloth, the
panthera fur provided when butchering a lynx is not particularly useful in the colder environments that they are found.
Training[edit]
This animal can be trained as follows:
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*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 | 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 | 6 (3.72) |
- | - | 14.25% | - | |
| Front left paw (Scratch) |
6 (3.72) |
9 | 1.5s | 13% | 37.5% | |
| Front right paw (Scratch) |
6 (3.72) |
9 | 1.5s | 13% | 37.5% | |
| Teeth (Bite) |
6 (3.72) |
12 | 2s | 18% | 25% | |
| Head (Blunt) |
3 (1.86) |
6 | 2s | 9% | 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]
- 0.18/1.0 - Now provides the new Panthera fur, which merged its previous leather type, lynxskin, with pantherskin and cougarskin.
- 1.6.4518 - Trainability has been changed from None to Intermediate.
