Sea turtle

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Sea turtle

Sea turtle

A large marine turtle. Their streamlined shell and powerful flippers make them excellent swimmers.

Base Stats

Type
Animal
Market Value
250 Silver
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
°C – 50 °C (32 °F – 122 °F)

Production

Meat Yield
Sea turtle meat 70 sea turtle meat
Leather Yield
Lizardskin 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
Technical
tradeTags
AnimalUncommon


A sea turtle is an animal added by the Odyssey DLC.

Acquisition[edit]

Sea turtles can be found in ?. 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]

?

Analysis[edit]

?

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
TurtleShell 30 1 100% 28% N/A[4] Ex.png - Death
Plastron 12 1 6% 6.0% TurtleShell Ex.png - -
Tail 6 1 5% 5.0% TurtleShell Ex.png - -
Spine 15 1 3% 3.0% TurtleShell Check.png Moving
−100% Moving[5]
Stomach 12 1 3% 3.0% TurtleShell Check.png Digestion
−50% Digestion
Heart 9 1 3% 3.0% TurtleShell Check.png Blood Pumping
Death
Lung 9 2 3% 3.0% TurtleShell Check.png Breathing
−50% Breathing. Death if both lost
Kidney 9 2 3% 3.0% TurtleShell Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 12 1 3% 3.0% TurtleShell Check.png Digestion
Death
Head 15 1 17% 2.89% TurtleShell Ex.png - Death
Brain 6 1 18% 3.06% Head Check.png Consciousness
Death
Damage always results in scarring.
Eye 6 2 15% 2.55% Head Ex.png 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 Ex.png - -
TurtleBeak 6 1 20% 3.4% Head Ex.png Manipulation
−100% Manipulation
Can no longer use beak attack[6]
Leg 18 4 5% 5.0% TurtleShell Ex.png Moving
−25% Moving. −100% if all 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. Bite attack of power 8, cooldown 2.6s

Armor[edit]

Armor

Gallery[edit]

Version history[edit]