Mastodon

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Mastodon

Mastodon

A massive elephant-like mammal. While briefly extinct, the mastodon now roams countless worlds due its resilience to bitter cold. Its thick hide makes excellent cold-weather clothing. However, hunting the animal is a dangerous proposition even for skilled hunters.

Base Stats

Type
Animal
Market Value
740 Silver
Flammability
70%

Pawn Stats

Combat Power
330
Move Speed
4.7 c/s
Health Scale
400% HP
Body Size
4.5
Mass - Baby
54 kg
Mass - Juvenile
135 kg
Mass - Adult
270 kg
Pack Capacity
157.5 kg
Carrying Capacity
337
Riding Speed
1.3
Filth Rate
24
Hunger Rate
2.88 Nutrition/Day
Diet
herbivorous
Life Expectancy
50 years
Coastal Animal
false
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Trainable Intelligence
Advanced
Available Training
Guard, Attack, Rescue, Haul, War trumpet
Wildness
75%
Minimum Handling Skill
8
Mate Interval
12 hours
Maturity Age
0.666 years (40 days)
Juvenile Age
0.3 years (18 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-55 °C – 40 °C (-67 °F – 104 °F)

Production

Meat Yield
Mastodon meat 630 mastodon meat
Leather Yield
Mastodon leather 180 mastodon leather
Wool Amount
Mastodon wool 200 mastodon wool
Shearing Interval
20 days
Gestation Period
14 days
Offspring Per Birth
1

Melee Combat

Attack 1
Tusk
27.5 dmg (Scratch)
41 % AP
2.6 second cooldown
Attack 2
Tusk
27.5 dmg (Stab)
41 % AP
2.6 second cooldown
Attack 3
Left foot
18.6 dmg (Blunt)
28 % AP
2 second cooldown
Attack 4
Right foot
18.6 dmg (Blunt)
28 % AP
2 second cooldown
Attack 5
Head
15.5 dmg (Blunt)
23 % AP
2 second cooldown
0.2 chance factor
Average DPS
6.3984
Technical
tradeTags
AnimalUncommon


A Mastodon is an animal added by the Odyssey DLC.

Acquisition[edit]

Mastodons can be found in glacial plains, and grasslands. They can either be tamed by a handler or self-tame in a random event.

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

Summary[edit]

Mastodon can be sheared for Mastodon wool 200 mastodon wool (Silver 540) every 20 days for 1,700 ticks (28.33 secs) of work. Note that yield and shearing time are modified by the shearer's Animal Gather Yield and Animal Gather Speed respectively.

Mastodon are also pack animals, and will carry up to 157.5 kg of weight in a caravan. They can additionally be ridden for up to 130% caravan speed

As their special skill, mastodons can be trained to use the 'War trumpet' ability on command. It has two levels of training.

Ability Description
War trumpet
WarTrumpet.png
Release a powerful roar which has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.

Applies a namesake hediff on hostile humans, insectoids and drones: This creature has been shaken by the powerful roar of a mighty beast.

  • Manipulation ×85%
  • Moving ×75%
  • Hearing ×50%
  • AoE: 19.9 radius around the caster
  • Warmup: 30 ticks (0.5 secs)
  • Duration: 20 to 30 seconds
  • Cooldown: 7,500 ticks (3 in-game hours)
  • Chance for each target: 100% at 80% Hearing - 0% at 0% Hearing
  • Ignores line of sight.

Analysis[edit]

Mastodons are effectively slightly larger Elephants, sharing the same wildness and trainability, with a preference for temperate and colder climates instead of tropical ones. Despite their great tolerance for the cold, their hunger rates mean they do not thrive in such sparsely vegetated regions.

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 Mastodon can be trained to perform a 'War trumpet'.

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 160 1 100% 20% N/A[4] Ex.png - Death
Spine 100 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 80 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 60 1 3% 3% Body Check.png Blood Pumping
Death
Lung 60 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 60 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 80 1 3% 3% Body Check.png Digestion
Death
Neck 100 1 32% 6.4% Body Ex.png Eating
Talking
Breathing
Death
Head 100 1 80% 1.28% Neck Ex.png - Death
Skull 100 1 15% 1.152% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 40 1 70% 2.688% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 40 2 6% 1.536% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 48 2 6% 1.536% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Trunk 60 1 28% 7.168% Head Ex.png Manipulation
−50% Manipulation.
Jaw 40 1 28% 1.4336% Head Ex.png Manipulation
−50% Manipulation.
Can no longer use Bite attack, nor Tusk attack.
Tusk 80 2 40% 2.8672% Jaw Ex.png - Can no longer use Tusk attack[6]
Front Leg 120 2 6% 5.1% Body Ex.png Moving
−25% Moving. −50% if both lost
Front Hoof 40 2 15% 0.9% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 120 2 6% 5.1% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Hoof 40 2 15% 0.9% 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/Stab attack of Power 25, Cooldown 2.6

Attack table

  • Mastodon Mastodon
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 10.32
    (6.4)
    - - 37.75% -
    Tusk
    (Scratch)
    10.58
    (6.56)
    27.5 2.6s 41% 37.5%
    Tusk
    (Stab)
    10.58
    (6.56)
    27.5 2.6s 41% 37.5%
    Left foot
    (Blunt)
    9.3
    (5.77)
    18.6 2s 28% 12.5%
    Right foot
    (Blunt)
    9.3
    (5.77)
    18.6 2s 28% 12.5%
    Head
    (Blunt)
    7.75
    (4.81)
    15.5 2s 23% 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]