Timber wolf

From RimWorld Wiki
Jump to navigation Jump to search

Timber wolf

Timber wolf

A rugged predator long feared by many ancient Earth cultures. As pack hunters, wolves have complex social lives and are fiercely intelligent.

Base Stats

Type
Animal
Market Value
350 Silver
Flammability
70%

Pawn Stats

Combat Power
75
Move Speed
5 c/s
Health Scale
0.99
Body Size
0.85
Mass - Baby
10.2 kg
Mass - Juvenile
25.5 kg
Mass - Adult
51 kg
Carrying Capacity
64 kg
Filth Rate
2
Hunger Rate
0.29 Nutrition/Day
Diet
carnivorous
Life Expectancy
12 years
Manhunter Chance
100%
Manhunter Chance (Taming)
30%
Trainable Intelligence
Advanced
Wildness
85%
Minimum Handling Skill
8
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
119 wolf meat
Leather Yield
36 wolfskin
Gestation Period
10 days
Offspring Per Birth
1-3 (1.721 avg)

Melee Combat

Attack 1
Front left paw
10.9 dmg (Scratch)
16 % AP
2 second cooldown
0.5 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
10.9 dmg (Scratch)
16 % AP
2 second cooldown
0.5 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
12 dmg (Bite)
18 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
6 dmg (Blunt)
9 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.08
Technical
tradeTags
AnimalUncommon, AnimalFighter


The timber wolf is a pack hunter but often seen alone or in pairs. They are almost identical to arctic wolves, differing only in habitat, resistance to cold temperatures and coloration. Timber wolves can be found in temperate forests, temperate swamps, boreal forests, cold bogs, and tundra.

Diet[edit]

Timber wolves feed on raw meat, corpses, meals, any processed foods, and kibble. When especially hungry, they will frequently attempt to attack, kill, and eat pets or even colonists for food.

Analysis[edit]

Timber wolves can make for good hauling animals and decent attack animals, if you can keep them fed. While they are more wild than a husky, meaning they create more filth and need to be retrained, timber wolves will not be attacked by other predators. You can feed them off meals, and wolves are actually more efficient than huskies when it comes for hunger rate. However, you'll need raw meat or kibble to train them.

Cougars and panthers are easier to tame, need to be retrained less often, and carry more in a single stride (at the same movement speed). They are also stronger in combat, all at the cost of 11% more hunger. However, these cats tend to spawn in warm biomes, while wolves spawn in cold ones.

Training[edit]

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.png
Rescue:  Check.png
Haul:  Check.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 39.6 1 100% 21% N/A[4] Ex.png - Death
Tail 9.9 1 7% 7% Body Ex.png - -
Spine 24.75 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 19.8 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 14.85 1 3% 3% Body Check.png Blood Pumping
Death
Lung 14.85 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 14.85 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 19.8 1 3% 3% Body Check.png Digestion
Death
Neck 24.75 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 24.75 1 75% 2.25% Neck Ex.png - Death
Skull 24.75 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 9.9 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 9.9 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 11.88 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 9.9 1 10% 1.5% Head Ex.png - -
AnimalJaw 9.9 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 29.7 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 9.9 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 29.7 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 9.9 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]

  • Beta 19/1.0 - Trainable intelligence Advanced -> Intermediate, bite damage 11 -> 12, scratch usage commonality 100% -> 50% per side, nuzzle interval 120 -> 240 hours