Moose

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Moose

Moose

One of the largest members of the deer family, adapted to extremely cold climates. Its long legs allow it to travel easily through deep snow.

Base Stats

Type
Animal
Market Value
375 Silver
Flammability
70%

Pawn Stats

Combat Power
125
Move Speed
4.7 c/s
Health Scale
210% HP
Body Size
2.5
Mass - Baby
30 kg
Mass - Juvenile
75 kg
Mass - Adult
150 kg
Carrying Capacity
187
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
18 years
Coastal Animal
false
Manhunter Chance
20%
Manhunter Chance (Taming)
10%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
8
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.2 years (12 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-65 °C – 40 °C (-85 °F – 104 °F)

Production

Meat Yield
Moose meat 350 moose meat
Leather Yield
Plainleather 100 plainleather
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Left hoof
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Left hoof
12 dmg (Poke)
18 % AP
2 second cooldown
Attack 3
Right hoof
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 4
Right hoof
12 dmg (Poke)
18 % AP
2 second cooldown
Attack 5
Teeth
12 dmg (Bite)
18 % AP
2 second cooldown
0.5 chance factor
Attack 6
Head
15.5 dmg (Blunt)
23 % AP
2.6 second cooldown
Average DPS
3.7138
Technical
tradeTags
AnimalUncommon


Moose, called moose calves as babies, are a type of animal added by the Odyssey DLC. Adult males of the species can be distinguished by their large antlers, while females and calves of either gender lack them. Despite the visual differences, adults of both genders have the same stats and attacks.

Acquisition[edit]

Moose can be found in boreal forests, cold bogs, tundra, and glacial plains. They can either be tamed by a handler or self-tame in a random event.

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

Summary[edit]

Moose are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot.

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 84 1 100% 26% N/A[4] Ex.png - Death
Spine 52.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 42 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 31.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 31.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 31.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 42 1 3% 3% Body Check.png Digestion
Death
Neck 52.5 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 52.5 1 75% 2.475% Neck Ex.png - Death
Skull 52.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 21 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 21 2 12% 1.98% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 25.2 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 21 1 10% 1.65% Head Ex.png - -
AnimalJaw 21 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 63 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 21 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 63 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 21 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated

Attack table

  • Moose Moose
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 5.99
    (3.71)
    - - 18.75% -
    Left hoof
    (Blunt)
    6
    (3.72)
    12 2s 18% 15%
    Left hoof
    (Poke)
    6
    (3.72)
    12 2s 18% 15%
    Right hoof
    (Blunt)
    6
    (3.72)
    12 2s 18% 15%
    Right hoof
    (Poke)
    6
    (3.72)
    12 2s 18% 15%
    Teeth
    (Bite)
    6
    (3.72)
    12 2s 18% 25%
    Head
    (Blunt)
    5.96
    (3.7)
    15.5 2.6s 23% 15%
    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]