Difference between revisions of "Thrumbo"

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=== Hunting Tactics ===
 
=== Hunting Tactics ===
  
Due to the high movement speed and, very high attack power and very high health of a Thrumbo, they are very dangerous creatures to hunt and you need a sheer amount of firepower to overwhelm one.  
+
* Trap it by building a room around while it sleeps, then you can either embriagate it by storing beer within and will eventually pass out / die. Or set the room on fire to kill from burning / heatstroke. But, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable.
  
One way to take on a Thrumbo is to have somebody take Go-Juice and kite it, while at least 4 gunmen (preferably 6 or 9) shoot at it. Somebody with 2 bionic legs or 1 bionic leg and either Fast Walker or Jogger traits will get by just fine kiting it too. Be sure to keep a fair distance from the shooters and keep the kiting person fairly close (but not too close) so that angry Thrumbo(s) don't aggro onto the gunners. However, Thrumbos with bad backs and/or frail bodies can be kited by most colonists.
+
* Build a line of [[turrets]] with long range gunmen behind and use a fast colonist (Fast Walker or Jogger traits) as bait to lure it through your fire (optional boosts: [[Go-Juice]] and bionic legs).
  
Alternatively, if you don't have any fast pawns available (or you're just a pansy), Thrumbos are easy to kill with a sort of evil game of peek-a-boo. Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the Thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time.
+
* Peek-a-boo: Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the Thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time.
  
Another way to kill a Thrumbo is to wait until it goes to sleep, build a room around it and set a storage to only store beer, the Thrumbo then will drink the beer when it gets hungry and will eventually pass out or die.
+
* Shoot with a psychic shock lance when it is sleeping, this will sometimes cause death or will leave it unconscious for a moment making it easier to attack with fire power, but be careful when doing this since it might enrage other Thrumbos around. Alternatively, shooting with a [[psychic insanity lance]] will make the Thrumbo attack anything on sight including other Thrumbos around meaning that they will kill or at least incapacitate each other. Maddened Thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them.
 
 
If you don't have beer or don't want to wait then you could shoot the Thrumbo with a psychic shock lance when it is sleeping, this will sometimes cause death or will leave it unconscious for a moment making it easier to attack it with fire power, but be careful when doing this since it might enrage other Thrumbos around. <br>
 
Alternatively, shooting it with a [[psychic insanity lance]] will make the Thrumbo attack anything on sight including other Thrumbos around meaning that they will kill or at least incapacitate each other. Maddened Thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them.
 
 
 
Building a room around a sleeping Thrumbo and then setting the room on fire will eventually kill the Thrumbo from either a heatstroke or burning. This way is less profitable since the horn they drop will catch on fire and start losing HP thus decreasing its value, and is also not reliable.
 
 
 
Also you might combine turrets with hit n' run tactic. It's safe if you can manage to hide in base quickly. The only cost might be the turret rebuilding. The best way to do so is using solar power plant area and placing 7-15 turrets there. Not only protecting then,they can easily cause terrifying damage to Thrumbo and will probably kill it rather than neutralising it. It's the easiest way once it requires only metal,components and open or semi-open space.
 
 
 
If you are daring, getting 8 or more well-equipped melee colonists to gank the thrumbo will bring it down fast enough, especially combined with a firing squad shooting from a distance, though this comes with a high risk of serious injury. Two poorly-skilled dual scyther bladed people in normal power armour with go-juice can arguably also do the job of meleeing a thrumbo too, but it's better to have three to play it safe.
 
  
 
=== Taming ===
 
=== Taming ===

Revision as of 15:21, 24 April 2017

Thrumbo

Thrumbo

"A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is priceless in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak."

Base Stats

Type
AnimalsWild
Market Value
4400 Silver

Pawn Stats

Move Speed
5.25 c/s
Health Scale
13.0
Body Size
3.5
Mass - Baby
42 kg
Mass - Juvenile
105 kg
Mass - Adult
210 kg
Carrying Capacity
263 kg
Filth Rate
1
Hunger Rate
7.2 Nutrition/Day
"herbivorous and dendrovorous" 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
herbivorous and dendrovorous
Life Expectancy
220 years
Manhunter Chance
100%
Manhunter Chance (Taming)
2.5%
Trainable Intelligence
Advanced
Wildness
99%
Minimum Handling Skill
10
"+" can not be assigned to a declared number type with value 25.
Maturity Age
Expression error: Unexpected round operator. years Expression error: Unexpected < operator.

Production

Meat Yield
140 thrumbo meat
Leather Yield
140 thrumbofur
Gestation Period
80 days
Offspring Per Birth
1

Melee Combat

Attack
Horn
22 dmg (Scratch)
33 % AP
110 second cooldown
Average DPS
0.12

Thrumbos are not native to any biome, but appear in all biomes through a random event. Sought by hunters (more profitable dead than alive) for their valuable horn (3.000 silver) and fur. The horn can also be used to craft a powerful melee weapon. Juvenile thrumbos may have yet not grown a horn, thus will not drop one. Their fur makes the most valuable clothing (a legendary Parka of Thrumbofur is worth 16.105 silver) and they yield more meat than any other animal when butchered.

Thrumbos are extremely powerful and a rampaging one can threaten the entire colony. Take precaution when attempting hunt, they can move faster than a colonist and their horn inflicts massive damage. Never ever engage in melee alone but on favorable terms.

An incapacitated Thrumbo is an excellent opportunity to train healing skills as it may have sustained dozens of treatable wounds.


Hunting Tactics

  • Trap it by building a room around while it sleeps, then you can either embriagate it by storing beer within and will eventually pass out / die. Or set the room on fire to kill from burning / heatstroke. But, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable.
  • Build a line of turrets with long range gunmen behind and use a fast colonist (Fast Walker or Jogger traits) as bait to lure it through your fire (optional boosts: Go-Juice and bionic legs).
  • Peek-a-boo: Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the Thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time.
  • Shoot with a psychic shock lance when it is sleeping, this will sometimes cause death or will leave it unconscious for a moment making it easier to attack with fire power, but be careful when doing this since it might enrage other Thrumbos around. Alternatively, shooting with a psychic insanity lance will make the Thrumbo attack anything on sight including other Thrumbos around meaning that they will kill or at least incapacitate each other. Maddened Thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them.

Taming

One of the hardest animals to tame, even at level 20 you may only have a 1% chance to tame it. Additionally, thrumbos have a 2.5% chance to turn manhunter on a failed taming attempt, making this animal one of the hardest to tame. Even on best of terms a handler can still enrage a Thrumbo, who will likely incapacitate or kill the handler. The best method of training a Thrumbo is therefore capturing a wounded Thrumbo and healing it, as your doctor has a chance of bonding with the animal for each attempt.

Successfully tamed Thrumbos are of little everyday use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Carry mechanics do not allow the Thrumbo to carry multiple stacks of items despite its strength. Still, being extremely dangerous in combat and highly resilient to damage, a Thrumbo pet can become a colony's last line of defense against infestations or mechanoid drops.

Training

Thrumbos can be trained as follows:

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

Body part Health
Head
Neck 390
Eye [1]
(left, right)
130
Ear 130
Horn 260
Body 520
Kidney[2]
(left, right)
260
Lung[2]
(left, right)
260
Liver[2] 260
Heart[2] 260
Spine[2] 260
Stomach[2] 325
Legs
(left, right, rear, front)
390
Hoof
(left, right, rear, front)
130
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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