Megavole

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Megavole

Megavole

A massive burrowing rodent, bred for its size and strength. It's almost completely blind but can be surprisingly aggressive when cornered. On some low-tech worlds, these creatures are trained to dig for valuable minerals.

Base Stats

Type
Animal
Market Value
250 Silver
Flammability
70%

Pawn Stats

Combat Power
70
Move Speed
3.2 c/s
Health Scale
100% HP
Body Size
0.8
Mass - Baby
9.6 kg
Mass - Juvenile
24 kg
Mass - Adult
48 kg
Carrying Capacity
60
Filth Rate
2
Hunger Rate
0.8 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
8 years
Coastal Animal
false
Manhunter Chance
10%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Available Training
Guard, Attack, Dig
Wildness
40%
Minimum Handling Skill
4
Nuzzle Interval
3 days
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Toxic Resistance
50%
Toxic Environment Resistance
80%
Comfortable Temp Range
-15 °C – 40 °C (5 °F – 104 °F)

Production

Meat Yield
Megavole meat 112 megavole meat
Leather Yield
Lightleather 34 lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.60 avg)

Melee Combat

Attack 1
Left claw
8 dmg (Scratch)
12 % AP
2 second cooldown
Attack 2
Right claw
8 dmg (Scratch)
12 % AP
2 second cooldown
Attack 3
Teeth
14 dmg (Bite)
21 % AP
2.6 second cooldown
0.7 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.821
Technical
tradeTags
AnimalUncommon


A megavole is an animal added by the Odyssey DLC.

Acquisition[edit]

Megavoles can be found in glowforests. They can either be tamed by a handler or self-tame in a random event.

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

Summary[edit]

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Analysis[edit]

Megavole can be trained to Dig marked tiles. They will mine any marked tiles they can reach in their allowed area.

They have equivalent digging skill of a pawn with 8 Mining making them less useful for maximizing ore yields.

Conversely they are unaffected by light levels, can graze on nearby plant life and will only stop mining to eat or rest.

Training[edit]

This animal can be trained as follows:

Obedience.png Guard:  Check.png
Release.png Attack:  Check.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 40 1 100% 26% N/A[4] Ex.png - Death
Spine 25 1 3% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 20 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3.0% Body Check.png Blood Pumping
Death
Lung 15 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 15 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 20 1 3% 3.0% Body Check.png Digestion
Death
Neck 25 1 22% 22% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 9.9% Neck Ex.png - Death
Skull 25 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 2 12% 0.495% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 12 2 8% 0.33% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 10 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 10 1 10% 0.4125% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack[6]
Front Paw 10 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Paw 10 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

  • Megavole Megavole
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 4.55
    (2.82)
    - - 15% -
    Left claw
    (Scratch)
    4
    (2.48)
    8 2s 12% 33.33%
    Right claw
    (Scratch)
    4
    (2.48)
    8 2s 12% 33.33%
    Teeth
    (Bite)
    5.38
    (3.34)
    14 2.6s 21% 33.33%
    Head
    (Blunt)
    2.5
    (1.55)
    5 2s 7% 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]