Monitor lizard

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Monitor lizard

Monitor lizard

A large venomous lizard. They secrete toxins from venom glands in their lower jaw to neutralize their prey.

Base Stats

Type
Animal
Market Value
175 Silver
Flammability
70%

Pawn Stats

Combat Power
60
Move Speed
3.6 c/s
Health Scale
100% HP
Body Size
0.6
Mass - Baby
7.2 kg
Mass - Juvenile
18 kg
Mass - Adult
36 kg
Carrying Capacity
45
Filth Rate
1
Hunger Rate
0.32 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
12 years
Coastal Animal
false
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
50%
Minimum Handling Skill
5
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Toxic Resistance
90%
Toxic Environment Resistance
95%
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
Monitor lizard meat 84 monitor lizard meat
Leather Yield
Lizardskin 28 lizardskin
Eggs Per Clutch
1 to 1
Egg Laying Interval
6 days
Can Lay Unfertilized Eggs
false

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
12 dmg (Toxic bite)
18 % 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
2.5978
Technical
tradeTags
AnimalUncommon, AnimalPet


A monitor lizard is an animal added by the Odyssey DLC.

Acquisition[edit]

Monitor lizards can be found in arid shrublands, deserts, glowforests, lava fields, and scarlands. They can either be tamed by a handler or self-tame in a random event.

Monitor lizards can be bought and sold in other faction bases, exotic goods traders or bulk goods traders. Monitor lizards purchased from traders will be already tamed.

Summary[edit]

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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 40 1 100% 21% N/A[4] Ex.png - Death
Tail 10 1 5% 5% Body Ex.png - -
Spine 25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 20 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3% Body Check.png Blood Pumping
Death
Lung 15 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 15 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 20 1 3% 3% Body Check.png Digestion
Death
Neck 25 1 24% 6% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 2.16% Neck Ex.png - Death
Skull 25 1 24% 1.296% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 3.024% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 2 9% 1.62% 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% 1.44% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 10 1 10% 1.8% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 10 1 10% 1.8% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.[6]
Jowl 20 1 10% 1.8% Head Ex.png - -
Front Leg 30 2 6.5% 4.875% Body Ex.png Moving
−25% Moving. −50% if both lost
Front Claw 7 10 5% 0.325% Front Leg Ex.png Manipulation
Moving
−5% Moving. −50% if all lost.
If all lost, claw attack no longer available.[7]
Rear Leg 30 2 6.5% 4.875% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Claw 7 10 5% 0.325% Rear Leg Ex.png Moving
−5% Moving. −50% if all 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 Bite attack of Power 10, cooldown 2.6.
  7. A Scratch attack of Power 8, Cooldown 2.

Attack table

  • Monitor lizard Monitor lizard
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 4.19
    (2.6)
    - - 13.5% -
    Left claw
    (Scratch)
    4
    (2.48)
    8 2s 12% 37.5%
    Right claw
    (Scratch)
    4
    (2.48)
    8 2s 12% 37.5%
    Teeth
    (Toxic bite)
    4.62
    (2.86)
    12 2.6s 18% 25%
    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]