Sea turtle
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
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Sea turtle
A large marine turtle. Their streamlined shell and powerful flippers make them excellent swimmers.
Base Stats
- Type
- Animal
- Flammability
- 70%
Armor
- Armor - Sharp
- 60%
- Armor - Blunt
- 25%
Pawn Stats
- Combat Power
- 70
- Move Speed
- 1.5 c/s
- Health Scale
- 60% HP
- Body Size
- 0.5
- Mass - Baby
- 6 kg
- Mass - Juvenile
- 15 kg
- Mass - Adult
- 30 kg
- Carrying Capacity
- 37
- Filth Rate
- 1
- Hunger Rate
- 0.16 Nutrition/Day
- Diet
- omnivorous grazer
- Life Expectancy
- 80 years
- Coastal Animal
- true
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 8
- Mate Interval
- 12 hours
- Maturity Age
- 0.222 years (13.3 days)
- Juvenile Age
- 0.15 years (9 days)
- Toxic Resistance
- 50%
- Toxic Environment Resistance
- 0%
- Comfortable Temp Range
- 0 °C – 50 °C (32 °F – 122 °F)
Production
- Meat Yield
70 sea turtle meat- Leather Yield
25 lizardskin- Eggs Per Clutch
- 1 to 3
- Egg Laying Interval
- 6.66 days
- Can Lay Unfertilized Eggs
- true
Melee Combat
- Attack 1
- Beak
10 dmg (Bite)
15 % AP
2.6 second cooldown - Attack 2
- Head
3 dmg (Blunt)
4 % AP
2.6 second cooldown
0.2 chance factor - Average DPS
- 2.387
- tradeTags
- AnimalUncommon
A sea turtle is an animal added by the Odyssey DLC.
Acquisition[edit]
Sea turtles can be found on coast maps in tropical rainforests, tropical swamps, arid shrublands, and lava fields. They can either be tamed by a handler or self-tame in a random event.
Sea turtles can be bought and sold in other faction bases and from exotic goods traders. Sea turtles purchased from traders will be already tamed.
Summary[edit]
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Analysis[edit]
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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]
Body parts[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 |
|---|---|---|---|---|---|---|---|---|
| TurtleShell | 30 | 1 | 100% | 28% | N/A[4] | - | Death | |
| Plastron | 12 | 1 | 6% | 6.0% | TurtleShell | - | - | |
| Tail | 6 | 1 | 5% | 5.0% | TurtleShell | - | - | |
| Spine | 15 | 1 | 3% | 3.0% | TurtleShell | Moving |
−100% Moving[5] | |
| Stomach | 12 | 1 | 3% | 3.0% | TurtleShell | Digestion |
−50% Digestion | |
| Heart | 9 | 1 | 3% | 3.0% | TurtleShell | Blood Pumping |
Death | |
| Lung | 9 | 2 | 3% | 3.0% | TurtleShell | Breathing |
−50% Breathing. Death if both lost | |
| Kidney | 9 | 2 | 3% | 3.0% | TurtleShell | Blood Filtration | −50% Blood Filtration. Death if both lost | |
| Liver | 12 | 1 | 3% | 3.0% | TurtleShell | Digestion |
Death | |
| Head | 15 | 1 | 17% | 2.89% | TurtleShell | - | Death | |
| Brain | 6 | 1 | 18% | 3.06% | Head | Consciousness |
Death Damage always results in scarring. | |
| Eye | 6 | 2 | 15% | 2.55% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
| Nose | 6 | 1 | 15% | 2.55% | Head | - | - | |
| TurtleBeak | 6 | 1 | 20% | 3.4% | Head | Manipulation |
−100% Manipulation Can no longer use beak attack[6] | |
| Leg | 18 | 4 | 5% | 5.0% | TurtleShell | Moving |
−25% Moving. −100% if all 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.
- ↑ Bite attack of power 8, cooldown 2.6s
Armor[edit]
| Armor |
|---|
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 3.85 (2.39) |
- | - | 15% | - | |
| Beak (Bite) |
3.85 (2.38) |
10 | 2.6s | 15% | 100% | |
| Head (Blunt) |
1.15 (0.72) |
3 | 2.6s | 4% | 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.
- 1.6.4535 - Fix: Alligator eggs hatching into sea turtles.
