Cobra

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Cobra

Cobra

A large predatory snake. Cobras can be highly aggressive if provoked, and their bite injects toxic venom into the victim.

Base Stats

Type
Animal
Market Value
150 Silver
Flammability
70%

Pawn Stats

Move Speed
3.5 c/s
Health Scale
0.5
Body Size
0.25
Mass - Baby
3 kg
Mass - Juvenile
7.5 kg
Mass - Adult
15 kg
Carrying Capacity
19 kg
Filth Rate
1
Hunger Rate
0.11 Nutrition/Day
"carnivorous and ovivorous" is not in the list (omnivorous (human), omnivorous grazer, omnivorous, herbivorous, dendrovorous, carnivorous, raw meat and corpses, ovivorous, animal products, none) of allowed values for the "Diet" property.
Diet
carnivorous and ovivorous
Life Expectancy
20 years
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Mate Interval
12 hours
Maturity Age
0.5 years (30 days)
Juvenile Age
0.15 years (9 days)
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
36 cobra meat
Leather Yield
18 lizardskin
Eggs Per Clutch
1 to 2
Egg Laying Interval
10 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Mouth
12 dmg (Toxic bite)
18 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.33
Technical
tradeTags
AnimalUncommon, AnimalFighter


Cobras are predatory and ovivorous snakes found only in tropical rainforests and tropical swamps. Their bite causes toxic buildup. They eat smaller animals, and sometimes people if they don't find a smaller prey in time.

The toxic buildup from their bite is not applied when they are hunting, to prevent rotting their would-be prey. This makes them fairly unsuccessful hunters, as even with poison, they are not particularly strong fighters.

Training

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.

Health


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 15 1 100% 55% N/A[4] Ex.png Moving Death
Head 15 1 20% 4% Body Ex.png Hearing Death
Skull 12.5 1 30.0% 3% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 5 1 50.0% 3% Skull Check.png Consciousness Death
Damage always results in scarring.
Eye 5 2 10.0% 2% Head Ex.png Sight −25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Nose 5 1 15.0% 3% Head Ex.png - -
Mouth 10 1 15.0% 3% Head Ex.png Manipulation
Eating
Talking
Cannot be destroyed
Up to −96% Manipulation
Up to −96% Eating
Up to −96% Talking
Heart 7.5 1 3% 3% Torso Check.png Blood Pumping Death
Lung 7.5 2 3% 3% Torso Check.png Breathing −50% Breathing. Death if both lost
Stomach 10 1 5% 5% Torso Check.png Metabolism −50% Metabolism
Liver 10 1 5% 5% Torso Check.png Blood Filtration
Metabolism
Death
Kidney 7.5 2 3% 3% Torso Check.png Blood Filtration −50% Blood Filtration. Death 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'.

Trivia

Unlike in real life and most animals in RimWorld, cobras have no skeletons besides their skull.

Gallery

Version history

  • 0.7.581 - Added
  • 0.12.906 - Can now lay eggs
  • 0.18/1.0 - Now provides the new lizardskin, which merged its previous leather type, cobraskin, with tortoise leather and iguana skin.
  • ? - Cobras no longer use their venom when hunting. Previously, cobras had a tendency to inadvertently destroy entire ecosystems when hungry. Predators hunt when hungry, but the cobra's bite inflicted toxic buildup which causes the prey's corpse to rot. This prevented the cobra from being able to eat the corpse, which left them hungry, so they'd go hunting again and the cycle repeated. Eventually they'd leave a string of rotting animals corpses and still end up malnourished.