Quail
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Quail
Small plump ground-dwelling birds with a distinctive plume.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 25
- Move Speed
- 3.1 c/s
- Health Scale
- 10% HP
- Body Size
- 0.25
- Mass - Baby
- 0.45 kg
- Mass - Juvenile
- 7.5 kg
- Mass - Adult
- 15 kg
- Carrying Capacity
- 19
- Filth Rate
- 1
- Hunger Rate
- 0.19 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 4 years
- Coastal Animal
- false
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 60%
- Minimum Handling Skill
- 6
- Roam Interval
- 7 days
- Mate Interval
- 8 hours
- Maturity Age
- 0.2 years (12 days)
- Juvenile Age
- 0.12 years (7.2 days)
- Toxic Resistance
- 50%
- Toxic Environment Resistance
- 0%
- Comfortable Temp Range
- -10 °C – 40 °C (14 °F – 104 °F)
Production
- Meat Yield
36 bird meat- Eggs Per Clutch
- 1 to 1
- Egg Laying Interval
- 1.3 days
- Can Lay Unfertilized Eggs
- false
Melee Combat
- Attack 1
- Feet
1.5 dmg (Scratch)
2 % AP
1.5 second cooldown - Attack 2
- Beak
2.8 dmg (Bite)
4 % AP
2 second cooldown - Attack 3
- Head
1 dmg (Blunt)
1 % AP
1.5 second cooldown - Average DPS
- 0.7998
- tradeTags
- AnimalCommon
A quail is an animal added by the Odyssey DLC. Males of the species can be distinguished by their blue coloration, black head, yellow belly, and curving crest, while females are a more consistent brown with a slight blue tinge and a shorter, squarer crest.
Acquisition[edit]
Quails can be found in temperate forests, and arid shrublands. They can either be tamed by a handler or self-tame in a random event.
Summary[edit]
Quails 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.
A female quail produces 1 quail egg every 1.3 day when fertilized. Quail will not lay unfertilized eggs.
Analysis[edit]
Quails have slightly less egg efficiency than chicken, but produces significantly less filth. They cease egg progress at 50% and will not lay eggs unless fertilized.
Training[edit]
This animal can be trained as follows:
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*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 | 4 | 1 | 100% | 19% | N/A[4] | - | Death | |
| Tail | 1 | 1 | 10% | 10% | Body | - | - | |
| Spine | 2.5 | 1 | 5% | 5% | Body | Moving |
−100% Moving[5] | |
| Stomach | 2 | 1 | 4% | 4% | Body | Digestion |
−50% Digestion | |
| Heart | 1.5 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
| Lung | 1.5 | 2 | 4% | 4% | Body | Breathing |
−50% Breathing. Death if both lost. | |
| Kidney | 1.5 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
| Liver | 2 | 1 | 5% | 5% | Body | Digestion |
−50% Digestion | |
| Neck | 2.5 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
| Head | 2.5 | 1 | 75% | 3.1% | Neck | - | Death | |
| Skull | 2.5 | 1 | 30% | 1.8% | Head | - | Cannot be destroyed. Increasing Pain based on damage. | |
| Brain | 1 | 1 | 60% | 2.7% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 1 | 2 | 12% | 1.8% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
| Beak | 2 | 1 | 25% | 3.8% | Head | Eating Talking Manipulation |
−100% Manipulation −90% Eating[6] | |
| Leg | 3 | 2 | 10% | 5% | Body | Moving |
−50% Moving. −100% if both lost. | |
| Foot | 2.5 | 2 | 50% | 5% | Leg | Moving |
−50% Moving. −100% 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.
- ↑ Note that eating won't go below 10%.
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 1.29 (0.8) |
- | - | 3.38% | - | |
| Feet (Scratch) |
1 (0.62) |
1.5 | 1.5s | 2% | 12.5% | |
| Beak (Bite) |
1.4 (0.87) |
2.8 | 2s | 4% | 75% | |
| Head (Blunt) |
0.67 (0.41) |
1 | 1.5s | 1% | 12.5% | |
- ↑ 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]
Trivia[edit]
The quail appears to be based on the real-life California quail.
Version history[edit]
- Odyssey DLC Release - Added.








