Difference between revisions of "Clawer"

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(Getting to work on all the Dryads and Gauranlen tree pages. Clawers are really pretty darn good, being able to give them drugs is pretty hilarious too.)
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|attack1part = front left paw
 
|attack1part = front left paw
 
|attack1stun = 16
 
|attack1stun = 16
 +
|attack1chancefactor = 0.5
 
|attack1ap = 80
 
|attack1ap = 80
 
|attack2dmg = 18
 
|attack2dmg = 18
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|attack2part = front right paw
 
|attack2part = front right paw
 
|attack2stun = 16
 
|attack2stun = 16
 +
|attack2chancefactor = 0.5
 
|attack2ap = 80
 
|attack2ap = 80
 
|attack3dmg = 9
 
|attack3dmg = 9
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|attack3cool = 2
 
|attack3cool = 2
 
|attack3part = teeth
 
|attack3part = teeth
|attack3chancefactor = 0.3
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|attack3chancefactor = 0.0
 
|attack3stun = 14
 
|attack3stun = 14
 
|attack4dmg = 4
 
|attack4dmg = 4
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|attack4cool = 2
 
|attack4cool = 2
 
|attack4part = head
 
|attack4part = head
|attack4chancefactor = 0.1
+
|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. All dryads are immune to disease events and have a [[Toxic Sensitivity]] of 0%, rendering them immune to [[Toxic fallout]] and [[Toxic buildup]].
+
'''Clawers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. Vulnerable but fearsome, the clawer specializes in damage dealing. All dryads are immune to disease events and have a [[Toxic Sensitivity]] of 0%, rendering them immune to [[Toxic fallout]] and [[Toxic buildup]]. As well as not requiring food, Dryads are also immune to blood loss and will survive virtually any damage short of instant death, in addition to the ability to retreat to a healing pod in order to regenerate wounds.
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 +
== Attacks ==
 +
Thanks to the Melee Verb system, Clawers will only use their single and best attack: their front left and right claws. This attack stuns for 5.33 seconds on first hit and has strong damage on a fast attack interval (18 every 1.5 seconds in addition to 80% armor penetration for the attack). In terms of overall DPS they outstrip the [[Scyther]] and [[Thrumbo]] alike, though the others can hit harder with individual attacks. Clawers are some of the strongest melee combatants in the game.
 +
 
 +
== Analysis ==
 +
Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]] but immense damage potential means that individually they are pretty weak due to poor longevity but with a dedicated tank or several other Clawer pals they can 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, and any permanent injuries can be healed off with 3 days time in a healing pod.
 +
 
 +
As far as combat animals go, Clawers excel not only because of the incredible damage per second and the ability to chew through armor, but also because they are arguably the most disposable pawn in the game. An issue that's always plagued melee combat and war animals as a whole is permanent injuries, where the leg shot off by a raider means a forever crippled warg or suddenly a much less useful Grizzly hauling during downtime. Death also is a major threat because training a warg, grizzly, or other combat animal is a pretty significant investment, and one that you don't want to leave bleeding out during a raid. And we're not even getting in to bonded animal territory!
 +
 
 +
In contrast, Clawers can hop in a pod for 3 days to come back good as new, can safely sit on the floor downed without risk of death, and even if killed will be replaced naturally by the tree after 7 days and a further 5 for the immature dryad to become a Clawer. With the ability to take Luciferium or Go-juice in a pinch and shrug off any unlucky side effects with a healing pod, Clawers can make devastatingly effective forays into melee range and push their endurance to the limit. The only real drawbacks are a -2 mood buff to the connected pawn on death per dryad which lasts for about 5.5 days, in addition to the labor cost maintaining a gauranlen tree, which ''is'' significant. If you expect frequent combat and can play to their strengths, though, Clawers can be extremely competitive combatants.
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 +
 
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== Training ==
 +
{{TrainingTable}}
 +
 
 +
Clawers spawn fully trained in Guard and Attack and have no training decay.
 +
 
 +
== Health ==
 +
{{Animal Health Table}}
 +
 
 
==Version history==
 
==Version history==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
 
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents.
 
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents.
 +
* [[Version/1.3.3101|1.3.3101]] - Change: Dryad Healing Pods now remove all negative hediffs in addition to restoring lost body parts.
 
{{nav|animal}}
 
{{nav|animal}}
 
[[Category:Animals]]
 
[[Category:Animals]]
 
[[Category:Dryad]]
 
[[Category:Dryad]]

Revision as of 17:00, 14 October 2022

Clawer

Clawer

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.
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.

Base Stats

Type
AnimalDryad
Flammability
70%

Pawn Stats

Move Speed
4 c/s
Health Scale
0.7
Body Size
0.667
Mass - Baby
8.004 kg
Mass - Juvenile
20.01 kg
Mass - Adult
40.02 kg
Carrying Capacity
50 kg
Filth Rate
1
Diet
none
Life Expectancy
80 years
Manhunter Chance
100%
Trainable Intelligence
Intermediate
Wildness
0%
Comfortable Temp Range
-50 °C – 50 °C (-58 °F – 122 °F)

Production

Meat Yield
4 immature dryad meat

Melee Combat

Attack 1
Front left paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
0.5 chance factor
Stun for 320 ticks (5.33 secs) on first strike
Attack 2
Front right paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
0.5 chance factor
Stun for 320 ticks (5.33 secs) on first strike
Attack 3
Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.0 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.0 chance factor
Average DPS
4.73
Technical
tradeTags
AnimalDryad


Clawers are a caste of Dryads, a type of animal added by the Ideology DLC. Vulnerable but fearsome, the clawer specializes in damage dealing. All dryads are immune to disease events and have a Toxic Sensitivity of 0%, rendering them immune to Toxic fallout and Toxic buildup. As well as not requiring food, Dryads are also immune to blood loss and will survive virtually any damage short of instant death, in addition to the ability to retreat to a healing pod in order to regenerate wounds.

Attacks

Thanks to the Melee Verb system, Clawers will only use their single and best attack: their front left and right claws. This attack stuns for 5.33 seconds on first hit and has strong damage on a fast attack interval (18 every 1.5 seconds in addition to 80% armor penetration for the attack). In terms of overall DPS they outstrip the Scyther and Thrumbo alike, though the others can hit harder with individual attacks. Clawers are some of the strongest melee combatants in the game.

Analysis

Clawers are glass cannons, make no mistake. Having about 28% the health of a Grizzly bear but immense damage potential means that individually they are pretty weak due to poor longevity but with a dedicated tank or several other Clawer pals they can 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, and any permanent injuries can be healed off with 3 days time in a healing pod.

As far as combat animals go, Clawers excel not only because of the incredible damage per second and the ability to chew through armor, but also because they are arguably the most disposable pawn in the game. An issue that's always plagued melee combat and war animals as a whole is permanent injuries, where the leg shot off by a raider means a forever crippled warg or suddenly a much less useful Grizzly hauling during downtime. Death also is a major threat because training a warg, grizzly, or other combat animal is a pretty significant investment, and one that you don't want to leave bleeding out during a raid. And we're not even getting in to bonded animal territory!

In contrast, Clawers can hop in a pod for 3 days to come back good as new, can safely sit on the floor downed without risk of death, and even if killed will be replaced naturally by the tree after 7 days and a further 5 for the immature dryad to become a Clawer. With the ability to take Luciferium or Go-juice in a pinch and shrug off any unlucky side effects with a healing pod, Clawers can make devastatingly effective forays into melee range and push their endurance to the limit. The only real drawbacks are a -2 mood buff to the connected pawn on death per dryad which lasts for about 5.5 days, in addition to the labor cost maintaining a gauranlen tree, which is significant. If you expect frequent combat and can play to their strengths, though, Clawers can be extremely competitive combatants.


Training

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.

Clawers spawn fully trained in Guard and Attack and have no training decay.

Health


Body part Health
Head 18
Skull 18
Brain 7
Nose 7
Neck 18
Jaw 14
Eye [1]
(left, right)
7
Ear
(left, right)
7
Body 28
Kidney[2]
(left, right)
11
Lung[2]
(left, right)
11
Liver[2] 14
Heart[2] 11
Spine[2] 18
Stomach[2] 14
Limbs
(left, right, fore, hind)
21
Appendage
(left, right, fore, hind)
14
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Version history

  • Ideology DLC Release - Added.
  • 1.3.3076 - Fix: Dryads are affected by disease incidents.
  • 1.3.3101 - Change: Dryad Healing Pods now remove all negative hediffs in addition to restoring lost body parts.