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The wild ancestor of the domesticated goat. Ibexes live on marginal territory where most antelopes couldn't survive, eating lichens and sparse mountain plants. They're famous for dextrously hopping across bare cliff faces - and for their violent ramming attack.

Base Stats

Market Value
250 Silver

Pawn Stats

Combat Power
Move Speed
4.6 c/s
Health Scale
Body Size
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Filth Rate
Hunger Rate
0.32 Nutrition/Day
Life Expectancy
15 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Minimum Handling Skill
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)


Meat Yield
140 ibex meat
Leather Yield
40 plainleather
Gestation Period
5.661 days
Offspring Per Birth

Melee Combat

Attack 1
Front left leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 2
Front left leg
8 dmg (Poke)
12 % AP
2 second cooldown
Attack 3
Front right leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 4
Front right leg
8 dmg (Poke)
12 % AP
2 second cooldown
Attack 5
8 dmg (Bite)
12 % AP
2 second cooldown
0.5 chance factor
Attack 6
10 dmg (Blunt)
15 % AP
2.6 second cooldown
Average DPS

The ibex is a large wild goat. Males of the species are called Ibex rams and have large rounded horns and a darker brown color, while females are called ibex does and have shorter, straighter horns and a lighter brown color.


Ibex can be tamed wild from temperate forests, temperate swamps, boreal forests, cold bogs, or tundra, randomly join your colony in an event, or bought pre-tamed from a trading ship.


Ibex 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.


Ibex are one of the best animals to ranch for food and leather. They don't have any utility beyond food production.


When slaughtered, an ibex yields 31 meat and 16 leather as a baby; 70 meat and 25 as a juvenile; or 140 meat and 40 leather as an adult. 1 meat is equal to 0.05 nutrition.

An adult ibex consumes 0.32 nutrition per day, and a female creates up to 0.18 offspring per day.

  • When offspring are slaughtered as babies, a female ibex will produce 0.27 nutrition of meat per day, giving a potential nutrition efficiency of 85.6%.
  • If the offspring are allowed to grow to adulthood, they will consume an additional 0.45 nutrition per day, but will instead yield 1.24 nutrition per day as they are slaughtered, resulting in a potential nutrition efficiency of 161.3%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 42.8% for baby slaughter and 113.8% for adult slaughter.

Ibex are one of, if not the best, animals to ranch. They are superior to horses, gazelles, and cows, at least for the sole purpose of food. Certain animals are more nutritionally efficient, but take more work to manage.

  • Tortoises are the single best animal for nutrition efficiency. However, tortoises are not pen animals, meaning they will eventually untame. They require much more work to maintain their tameness, or need to be micromanaged so that they are always slaughtered just before they run wild.
  • When considering different populations of male:females, chickens are potentially more nutritionally efficient. However, they are significantly more work-intensive to slaughter and butcher, and do not yield any leather.


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 34 1 100% 26% N/A[4] Ex.png - Death
Spine 21.25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 17 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 12.75 1 3% 3% Body Check.png Blood Pumping
Lung 12.75 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 12.75 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 17 1 3% 3% Body Check.png Digestion
Neck 21.25 1 22% 5.5% Body Ex.png Eating
Head 21.25 1 75% 2.475% Neck Ex.png - Death
Skull 21.25 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 8.5 1 70% 2.8875% Skull Check.png Consciousness
Damage always results in scarring.
Eye 8.5 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 10.2 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 8.5 1 10% 1.65% Head Ex.png - -
AnimalJaw 8.5 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 25.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 8.5 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 25.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 8.5 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