Difference between revisions of "Megaspider"

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([Update: v1.1.2610] Training Table)
 
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'''Megaspiders''' spawn in three circumstances; in caves, when opening an [[ancient shrine]] or during an [[Events#Infestation|infestation]].
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A giant, bio-engineered, subterranean invertebrate, Megaspiders are the largest and most dangerous of the three [[Insectoids|insectoid]] types. They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, Megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].
  
 
==Training==
 
==Training==

Latest revision as of 11:11, 21 May 2020


Megaspider

Megaspider

"Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly. It is, however, quite slow in open terrain."


Type
AnimalsInsectoids
Market Value
500 Silver.png
Armor - Blunt
18%
Armor - Sharp
27%
Move Speed
3.6
Mass - Young
16.8kg
Mass - Juvenile
42kg
Mass - Adult
84kg
Attack
head claw
13 dmg (cut)
115 ticks (1.92 secs)
Average DPS
4.21
Meat Yield
108 insect meat
Carrying Capacity
90
Leather Yield
0 none
Manhunter Chance
35%
Manhunter Chance (Taming)
20%
Hunger Rate
0.35
Diet
omnivorous
Life Expectancy
6
Trainable Intelligence
intermediate
Minimum Handling Skill
8
Wildness
95%
Gestation Period
N/A
Maturity Age
0.2+


A giant, bio-engineered, subterranean invertebrate, Megaspiders are the largest and most dangerous of the three insectoid types. They are hostile towards any nearby colonists, have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, Megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an ancient danger, during an infestation, or by deep drilling.

Training

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#Animal_husbandry page.