Porcupine
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
Porcupine
A large rodent. While slow moving, it has a cloak of sharp quills which protect it from predators.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 30
- Move Speed
- 3 c/s
- Health Scale
- 40% 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
- 0.24 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 8 years
- Coastal Animal
- false
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 8
- Mate Interval
- 8 hours
- Maturity Age
- 0.222 years (13.3 days)
- Juvenile Age
- 0.1 years (6 days)
- Toxic Resistance
- 50%
- Toxic Environment Resistance
- 50%
- Comfortable Temp Range
- -30 °C – 40 °C (-22 °F – 104 °F)
Production
- Meat Yield
49 porcupine meat- Leather Yield
21 lightleather- Gestation Period
- 5.661 days
- Offspring Per Birth
- 1-2 (1.60 avg)
Melee Combat
- Attack 1
- Left claw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown - Attack 2
- Right claw
3.6 dmg (Scratch)
5 % AP
1.5 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
- 1.5996
- tradeTags
- AnimalUncommon
A porcupine is an animal added by the Odyssey DLC.
Acquisition[edit]
Porcupines can be found in temperate forests, temperate swamps, boreal forests, and grasslands. They can either be tamed by a handler or self-tame in a random event.
Porcupines can be bought and sold in other faction bases and from exotic goods traders. Porcupines purchased from traders will be already tamed.
Summary[edit]
When struck in melee, slaughtered, or when a porcupine attacks a creature, porcupines leave quills against their enemy. Attacking or slaughtering always leaves a quill in the attacker's torso, while being attacked by a porcupine leaves quills in whichever body parts were harmed. Quills cause +5% pain each, but do not appear to have any negative effects.[Infections?] Each body part can only receive one quill, although tiny parts like toes can each get a quill, and they can be removed through a medical procedure.
Analysis[edit]
Porcupines can be hunted safely using ranged attacks, and butchering them doesn't result in any quills.
Quills may be intentionally be left in masochistic or pain idealized
pawns to improve mood, or to incapacitate prisoners or entities
that can feel pain.
Tamed animal[edit]
Porcupines make poor general tamed animals due to their high wildness, small size, and inability to be trained without a sentience catalyst. They have low HP, so they are ineffective in combat even when considering their quills. A tamed porcupine may have a niche for implanting quills onto a desired target.
An adult porcupine consumes 0.24 nutrition per day, and a female creates up to 0.18 offspring per day.
- When offspring are slaughtered as babies, a female porcupine will produce 0.25 nutrition of meat per day, giving an optimal nutrition efficiency of 106%.
- If the offspring are allowed to grow to adulthood, they will consume an additional 0.54 nutrition per day, but will instead yield 0.69 nutrition per day as they are slaughtered, resulting in an nutrition efficiency of 89.3%.
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 53% for baby slaughter and 68.2% for adult slaughter. This is further reduced in practice by the overeating factor.
Training[edit]
This animal can be trained as follows:
| | |
| | |
| | |
| |
*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 | HP | N° | C[1] | TC[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
|---|---|---|---|---|---|---|---|---|
| Body | 16 | 1 | 100% | 26% | N/A[4] | - | Death | |
| Spine | 10 | 1 | 3% | 3.0% | Body | Moving |
−100% Moving[5] | |
| Stomach | 8 | 1 | 3% | 3.0% | Body | Digestion |
−50% Digestion | |
| Heart | 6 | 1 | 3% | 3.0% | Body | Blood Pumping |
Death | |
| Lung | 6 | 2 | 3% | 3.0% | Body | Breathing |
−50% Breathing. Death if both lost | |
| Kidney | 6 | 2 | 3% | 3.0% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost | |
| Liver | 8 | 1 | 3% | 3.0% | Body | Digestion |
Death | |
| Neck | 10 | 1 | 22% | 22% | Body | Eating Talking Breathing |
Death | |
| Head | 10 | 1 | 75% | 9.9% | Neck | - | Death | |
| Skull | 10 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 4 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 4 | 2 | 12% | 0.495% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
| Ear | 4.8 | 2 | 8% | 0.33% | Head | Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
| Nose | 4 | 1 | 10% | 0.4125% | Head | - | −15 Disfigured Social penalty | |
| AnimalJaw | 4 | 1 | 10% | 0.4125% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
| Front Leg | 12 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack[6] | |
| Front Paw | 4 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
| Rear Leg | 12 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost | |
| Rear Paw | 4 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 2.58 (1.6) |
- | - | 6% | - | |
| Left claw (Scratch) |
2.4 (1.49) |
3.6 | 1.5s | 5% | 37.5% | |
| Right claw (Scratch) |
2.4 (1.49) |
3.6 | 1.5s | 5% | 37.5% | |
| Teeth (Bite) |
3 (1.86) |
6 | 2s | 9% | 25% | |
| Head (Blunt) |
1 (0.62) |
2 | 2s | 3% | 0% | |
- ↑ 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. - ↑ Assuming a melee hit chance of 62%
- ↑ Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.
Gallery[edit]
Version history[edit]
- Odyssey DLC Release - Added.
