Warg

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Warg

Warg

Heavily-muscled wolf-like creatures with vicious unnatural claws and an absurdly powerful bite. They will only eat meat or corpses. If disturbed in the wild, they are very likely to attack.
Scientists say wargs are the descendants of weaponized military animals created for population suppression. The superstitious see them as the tools of an angry god.

Base Stats

Type
Animal
Market Value
450 Silver
Flammability
70%

Pawn Stats

Combat Power
160
Move Speed
5 c/s
Health Scale
140% HP
Body Size
1.4
Mass - Baby
16.8 kg
Mass - Juvenile
42 kg
Mass - Adult
84 kg
Carrying Capacity
105 kg
Filth Rate
2
Hunger Rate
0.4 Nutrition/Day
Diet
raw meat and corpses
Life Expectancy
15 years
Manhunter Chance
100%
Manhunter Chance (Taming)
40%
Trainable Intelligence
Intermediate
Wildness
60%
Minimum Handling Skill
5
Mate Interval
12 hours
Maturity Age
0.5 years (30 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-40 °C – 40 °C (-40 °F – 104 °F)

Production

Meat Yield
196 Warg meat warg meat
Leather Yield
56 Wolfskin wolfskin
Gestation Period
10 days
Offspring Per Birth
1-3 (1.721 avg)

Melee Combat

Attack 1
Front left paw
13 dmg (Scratch)
19 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
13 dmg (Scratch)
19 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
15 dmg (Bite)
22 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.1522
Technical
tradeTags
AnimalUncommon, AnimalFighter


Wargs, called warg puppies as babies, are cold-loving, wolf-like carnivorous animals that roam through temperate forests, temperate swamps, boreal forests, cold bogs, and tundra. While most carnivores can eat meat, corpses, kibble, and meals, Wargs can only eat raw meat and corpses.

Summary[edit]

Unlike every other carnivore in the game, wargs can't eat or be fed with meals or kibble. A steady supply of meat/corpses is required to keep them fed. As allowing your wargs to feed on human corpses doesn't generate bad thoughts, zoning your wargs into a human corpse freezer is an efficient way of getting rid of corpses and keeping your wargs fed at the same time.

It is advisable to keep your colonists and animals (excluding even larger beasts like Thrumbos) away from Wargs as their high hunger rate, carnivorous nature and brutal combat ability make them extremely dangerous. Keep smaller animals, children or colonists with poor combat skills far away from Wargs and exercise caution keeping anybody near them. Allowing Wargs to feed on corpses may be an effective strategy to reduce the risk of Wargs hunting your pawns.

Wargs have 80% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.

Wargs can appear in raids alongside yttakin pirates. Content added by the Biotech DLC

Attacks[edit]

Wargs have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 6.67 seconds on their first strike when hunting. Faster and smaller than a Grizzly bear and with 95.85% of their DPS, though with less AP and 56% the health, Wargs are remarkably strong in combat.

Taming[edit]

Wargs can be tamed by a handler with at least a 5 in animal skill from temperate forests, temperate swamps, boreal forests, cold bogs, and tundra. Wargs can also be purchased pre-tamed from bulk goods traders or one can be spawned at the start of a game as the starting pet. They breed quickly and are strong fighters.

Training[edit]

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.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 56 1 100% 21% N/A[4] Ex.png - Death
Tail 14 1 7% 7% Body Ex.png - -
Spine 35 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 28 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 21 1 3% 3% Body Check.png Blood Pumping
Death
Lung 21 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 21 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 28 1 3% 3% Body Check.png Digestion
Death
Neck 35 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 35 1 75% 2.25% Neck Ex.png - Death
Skull 35 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 14 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 14 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.
Ear 16.8 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 14 1 10% 1.5% Head Ex.png - -
AnimalJaw 14 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 42 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 14 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 42 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 14 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]

Version history[edit]

  • 0.11.877 - New sound: warg voices.
  • 0.12.906 - Sprite changed
  • Beta 19/ 1.0 - damage increased by 15%.