Quail

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Quail

Quail

Small plump ground-dwelling birds with a distinctive plume.

Base Stats

Type
Animal
Market Value
30 Silver
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
Bird meat 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
Technical
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:

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 4 1 100% 19% N/A[4] Ex.png - Death
Tail 1 1 10% 10% Body Ex.png - -
Spine 2.5 1 5% 5% Body Check.png Moving
−100% Moving[5]
Stomach 2 1 4% 4% Body Check.png Digestion
−50% Digestion
Heart 1.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 1.5 2 4% 4% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 1.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 2 1 5% 5% Body Check.png Digestion
−50% Digestion
Neck 2.5 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 2.5 1 75% 3.1% Neck Ex.png - Death
Skull 2.5 1 30% 1.8% Head Check.png - Cannot be destroyed.
Increasing Pain based on damage.
Brain 1 1 60% 2.7% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 1 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.
Beak 2 1 25% 3.8% Head Ex.png Eating
Talking
Manipulation
−100% Manipulation
−90% Eating[6]
Leg 3 2 10% 5% Body Ex.png Moving
−50% Moving. −100% if both lost.
Foot 2.5 2 50% 5% Leg Ex.png Moving
−50% Moving. −100% 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. Note that eating won't go below 10%.

Attack table

  • Quail Quail
    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%
    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]

    Trivia[edit]

    The quail appears to be based on the real-life California quail.

    Version history[edit]