Rat

From RimWorld Wiki
Jump to navigation Jump to search

Rat

Rat

A widely-hated rodent known for soiling kitchens and spreading disease, rats have a way of following humans everywhere they go. It eats almost anything and lives almost anywhere.

Base Stats

Type
Animal
Market Value
35 Silver
Flammability
70%

Pawn Stats

Combat Power
30
Move Speed
4 c/s
Health Scale
29% HP
Body Size
0.2
Mass - Baby
2.4 kg
Mass - Juvenile
6 kg
Mass - Adult
12 kg
Carrying Capacity
15 kg
Filth Rate
1
Hunger Rate
0.16 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
8 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
50%
Minimum Handling Skill
4
Mate Interval
8 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)

Production

Meat Yield
31 rat meat
Leather Yield
16 lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-3 (1.614 avg)

Melee Combat

Attack 1
Front left paw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown
Attack 2
Front right paw
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
1.36
Technical
tradeTags
AnimalCommon


The rat is a small ground mammal which scavenges for most of its food.

Rats can be found in temperate forests, temperate swamps, tropical rainforests, tropical swamps, arid shrublands, boreal forests, and cold bogs.

Summary[edit]

Rats have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.

Analysis[edit]

Rats breed quickly and are a very cheap animal, both in Market Value and in food costs. They can dispose of all your human corpses or graze on grass. Set an allowed area to exclude your tamed rats from your colony's main food supply, so that they won't eat your food. In the winter, wild rats will also eat your own food if you're not careful.

As tamed animals, rats are very good cannon fodder due to their rapid breed time. While they cannot be trained to attack, you can set an allowed area mid-battle to command your rat army wherever needed. Compared to hares, rats have a lower wildness, meaning they less effort to handle, but hares are faster and reproduce more often. Rats can also eat corpses and other forms of meat.

Training[edit]

This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.png
Rescue:  Ex.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]


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 11.6 1 100% 26% N/A[4] Ex.png - Death
Spine 7.25 1 3% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 5.8 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 4.35 1 3% 3.0% Body Check.png Blood Pumping
Death
Lung 4.35 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 4.35 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 5.8 1 3% 3.0% Body Check.png Digestion
Death
Neck 7.25 1 22% 22% Body Ex.png Eating
Talking
Breathing
Death
Head 7.25 1 75% 9.9% Neck Ex.png - Death
Skull 7.25 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 2.9 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 2.9 2 12% 0.495% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 3.48 2 8% 0.33% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 2.9 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 2.9 1 10% 0.4125% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 8.7 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack[6]
Front Paw 2.9 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 8.7 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Paw 2.9 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 Scratch attack that varies from animal to animal. Each front paw allows one attack.

Gallery[edit]