Mink

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Mink

Mink

A small semi-aquatic mammal. The high value of its fur has resulted in mink being farmed on numerous planets.

Base Stats

Type
Animal
Market Value
160 Silver
Flammability
70%

Pawn Stats

Combat Power
33
Move Speed
4.6 c/s
Health Scale
35% HP
Body Size
0.35
Mass - Baby
4.2 kg
Mass - Juvenile
10.5 kg
Mass - Adult
21 kg
Carrying Capacity
26
Filth Rate
1
Hunger Rate
0.16 Nutrition/Day
Diet
omnivorous, ovivorous
Life Expectancy
10 years
Coastal Animal
false
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
8
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.11 years (6.6 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-45 °C – 40 °C (-49 °F – 104 °F)

Production

Meat Yield
Mink meat 49 mink meat
Leather Yield
Mink fur 21 mink fur
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.40 avg)

Melee Combat

Attack 1
Left claw
3 dmg (Scratch)
4 % AP
2 second cooldown
Attack 2
Right claw
3 dmg (Scratch)
4 % AP
2 second cooldown
Attack 3
Teeth
6 dmg (Bite)
9 % AP
2 second cooldown
0.7 chance factor
Attack 4
Head
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor
Average DPS
1.6306
Technical
tradeTags
AnimalCommon


A Mink is an animal added by the Odyssey DLC.

Acquisition[edit]

Minks can be found in temperate forests, temperate swamps, boreal forests, and cold bogs. They can either be tamed by a handler or self-tame in a random event.

Summary[edit]

?

Analysis[edit]

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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 14 1 100% 21% N/A[4] Ex.png - Death
Tail 3.5 1 7% 7% Body Ex.png - -
Spine 8.75 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 7 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 5.25 1 3% 3% Body Check.png Blood Pumping
Death
Lung 5.25 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 5.25 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 7 1 3% 3% Body Check.png Digestion
Death
Neck 8.75 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 8.75 1 75% 2.25% Neck Ex.png - Death
Skull 8.75 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 3.5 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 3.5 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 4.2 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 3.5 1 10% 1.5% Head Ex.png - -
AnimalJaw 3.5 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 10.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 3.5 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 10.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 3.5 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

  • Mink Mink
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 2.63
    (1.63)
    - - 7.75% -
    Left claw
    (Scratch)
    1.5
    (0.93)
    3 2s 4% 12.5%
    Right claw
    (Scratch)
    1.5
    (0.93)
    3 2s 4% 12.5%
    Teeth
    (Bite)
    3
    (1.86)
    6 2s 9% 75%
    Head
    (Blunt)
    1
    (0.62)
    2 2s 3% 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]