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A large hoofed mammal with a short coat, a long mane, and a long tail. Horses have been domesticated since ancient times.
When in a caravan, people can ride horses to increase the caravan's speed.

Base Stats

Market Value
550 Silver

Pawn Stats

Combat Power
Move Speed
5.8 c/s
Health Scale
Body Size
Mass - Baby
28.8 kg
Mass - Juvenile
72 kg
Mass - Adult
144 kg
Pack Capacity
84 kg
Carrying Capacity
180 kg
Riding Speed
Filth Rate
Hunger Rate
0.68 Nutrition/Day
Life Expectancy
30 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Minimum Handling Skill
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-35 °C – 45 °C (-31 °F – 113 °F)


Meat Yield
336 horse meat
Leather Yield
96 plainleather
Gestation Period
6.66 days
Offspring Per Birth

Melee Combat

Attack 1
10 dmg (Blunt)
15 % AP
2.9 second cooldown
Attack 2
Front left leg
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 3
Front left leg
7 dmg (Poke)
10 % AP
2 second cooldown
Attack 4
Front right leg
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 5
Front right leg
7 dmg (Poke)
10 % AP
2 second cooldown
Attack 6
5 dmg (Bite)
7 % AP
2 second cooldown
0.5 chance factor
Average DPS
AnimalFarm, AnimalCommon

Horses, called Mares if female and Stallions if male, are tameable herbivores with a fast movement speed.

Horses can come in a variety of different colors: White, Gray, Black, Brown, and Light Brown.


Horses can be found in temperate forests, temperate swamps, arid shrublands, and boreal forests. They can either be tamed by a handler or self-tame in a random event, and can be bought and sold in other faction bases and from bulk goods traders. Horses purchased from traders will be already tamed.


Horses are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot.

Horses are also pack animals, and will carry up to 84 kg of weight in a caravan. They can additionally be ridden for up to 160% caravan speed, the highest of any animal (tied with the thrumbo).


Pack animal[edit]

Horses are easily the best pack animal in the game. They are tied with thrumbos for the highest caravan speed bonus in the game, and thrumbos refuse to carry goods. In addition, horses carry the most weight per unit nutrition. For the fastest riding speed, you should have at least 1 horse for every colonist you send on a caravan.

They also make for a great slaughter animal.


When slaughtered, a horse yields 67 meat and 25 leather as a baby; 168 meat and 48 as a juvenile; or 336 meat and 96 leather as an adult. 1 meat is equal to 0.05 nutrition.

An adult horse consumes 0.68 nutrition per day, and a female creates up to 0.15 offspring per day.

  • When offspring are slaughtered as babies, a mare will produce 0.5 nutrition of meat per day, giving an optimal nutrition efficiency of 74%.
  • If the offspring are allowed to grow to adulthood, they will consume an additional 1 nutrition per day, but will instead yield 2.52 nutrition per day as they are slaughtered, resulting in an optimal nutrition efficiency of 150.6%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 37% for baby slaughter and 107.1% for adult slaughter.

Horses are even better than cows. Their biggest competitors for the niche of a low work, high nutrition efficiency animal would be ibexes. They take more work to slaughter, but offer better nutrition efficiency. Chickens may be even better, but take more work to slaughter.


This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.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.


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 70 1 100% 26% N/A[4] Ex.png - Death
Spine 43.75 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 35 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 26.25 1 3% 3% Body Check.png Blood Pumping
Lung 26.25 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 26.25 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 35 1 3% 3% Body Check.png Digestion
Neck 43.75 1 22% 5.5% Body Ex.png Eating
Head 43.75 1 75% 2.475% Neck Ex.png - Death
Skull 43.75 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 17.5 1 70% 2.8875% Skull Check.png Consciousness
Damage always results in scarring.
Eye 17.5 2 12% 1.98% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 21 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 17.5 1 10% 1.65% Head Ex.png - -
AnimalJaw 17.5 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 52.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 17.5 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 52.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 17.5 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated

Version history[edit]

  • 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
  • 1.3.3066 - Trainability changed from advanced to none, Horses are now ridable and increase caravan speed.
    • Body Size: 2.0 -> 2.4
    • Base Hunger Rate: 0.85 -> 0.425
    • Wildness: 0.5 -> 0.35
    • Manhunter chance: 0.1|0.013 -> 0|0
    • Gestation: 28 -> 6.66
    • Maturity age: 0.45 -> 0.333
    • Nuzzle mtb: 120 -> never