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{{Ideology}}{{Stub}}{{infobox main|animal|
 
{{Ideology}}{{Stub}}{{infobox main|animal|
| page verified for version = 1.3.3066
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|page verified for version = 1.3.3066
| name = Clawer
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|name = Clawer
| image = Clawer.png
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|image = Clawer.png
| description = A dryad caste with huge claws that is specialized in aggression and damage-dealing attacks. Though it can do tremendous damage, it is vulnerable to attacks itself.<br>In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.
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|description = A dryad caste with huge claws that is specialized in aggression and damage-dealing attacks. Though it can do tremendous damage, it is vulnerable to attacks itself.<br>In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.
| type = Animal
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|type = Animal
| type2 = Dryad
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|type2 = Dryad
| movespeed = 4
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|movespeed = 4
| basemeatamount = 2
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|basemeatamount = 2
| baseleatheramount = 0
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|baseleatheramount = 0
| min comfortable temperature = -50
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|min comfortable temperature = -50
| max comfortable temperature = 50
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|max comfortable temperature = 50
| flammability = 0.7
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|flammability = 0.7
| bodysize = 0.667
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|bodysize = 0.667
| healthscale = 0.7
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|healthscale = 0.7
| diet = none
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|diet = none
| wildness = 0
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|wildness = 0
| petness = 0
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|petness = 0
| manhunter = 1
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|manhunter = 1
| trainable = intermediate
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|trainable = intermediate
| meatname = immature dryad meat
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|meatname = immature dryad meat
| lifespan = 80
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|lifespan = 80
| tradeTags = AnimalDryad
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|tradeTags = AnimalDryad
| attack1dmg = 18
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|attack1dmg = 18
| attack1type = Scratch
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|attack1type = Scratch
| attack1cool = 1.5
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|attack1cool = 1.5
| attack1part = front left paw
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|attack1part = front left paw
| attack1stun = 16
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|attack1stun = 16
| attack1ap = 80
+
|attack1chancefactor = 0.5
| attack2dmg = 18
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|attack1ap = 80
| attack2type = Scratch
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|attack2dmg = 18
| attack2cool = 1.5
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|attack2type = Scratch
| attack2part = front right paw
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|attack2cool = 1.5
| attack2stun = 16
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|attack2part = front right paw
| attack2ap = 80
+
|attack2stun = 16
| attack3dmg = 9
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|attack2chancefactor = 0.5
| attack3type = Bite
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|attack2ap = 80
| attack3cool = 2
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|attack3dmg = 9
| attack3part = teeth
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|attack3type = Bite
| attack3chancefactor = 0.3
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|attack3cool = 2
| attack3stun = 14
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|attack3part = teeth
| attack4dmg = 4
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|attack3chancefactor = 0.0
| attack4type = Blunt
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|attack3stun = 14
| attack4cool = 2
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|attack4dmg = 4
| attack4part = head
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|attack4type = Blunt
| attack4chancefactor = 0.1
+
|attack4cool = 2
 +
|attack4part = head
 +
|attack4chancefactor = 0.0
 
}}
 
}}
 
'''Clawers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. Vulnerable but fearsome, the clawer specializes in damage dealing.  
 
'''Clawers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. Vulnerable but fearsome, the clawer specializes in damage dealing.  
  
 
==Summary==
 
==Summary==
{{Dryad Summary}}
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All dryads, including the clawer, are produced by a [[gauranlen tree]]. They have no need to eat, are immune to disease events, and have a [[Toxic Sensitivity]] of 0%, rendering them immune to [[Toxic fallout]] and [[Toxic buildup]]. Dryads are also immune to blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.
  
 
=== Attacks ===
 
=== Attacks ===
Thanks to the Melee Verb system, Clawers will only ever use their two best attacks, their front claws, unless they're missing body parts. This attack stuns for 5.33 seconds on first hit and has strong damage, with 80% armor penetration on a fast attack interval. If both claws are somehow destroyed, then they will resort to biting and headbutting.
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Thanks to the Melee Verb system, Clawers will only actually use their single and best attack: their front claws. This attack stuns for 5.33 seconds on first hit and has strong damage, with 80% armor penetration on a fast attack interval. If both claws are somehow destroyed, then they will resort to biting and headbutting.
 
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Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]], individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
 
Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]], individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
  
As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dryad to grow up.
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As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dyrad to grow up.
  
With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time to prune (using Plants skill) - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.
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With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time, using Plants instead of Animals - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.
  
 
== Training ==
 
== Training ==

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