Difference between revisions of "Psychic insanity lance"

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m (→‎Summary: listing the three and having biotech icon for the three is a bit excessive)
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After a 0.5s warm-up, the target will instantaneously go [[berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings.   
 
After a 0.5s warm-up, the target will instantaneously go [[berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings.   
  
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The [[mechanoid commander]]s ([[Apocriton]]{{BiotechIcon}}, [[Diabolus]]{{BiotechIcon}}, [[War queen]]{{BiotechIcon}}) are also immune to psychic lances.  
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Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} are also immune to psychic lances.  
  
 
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.
 
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.

Revision as of 00:03, 16 January 2023

Psychic insanity lance

Psychic insanity lance

A limited-use psychic effector. It overwhelms the target's mind with terrifying perceptual distortions, driving him into a berserk state. There is a risk of brain damage. It has a long range, but requires line of sight.

Base Stats

Type
Artifact
Tech Level
Archotech
Market Value
650 Silver
Mass
0.5 kg
HP
80
Flammability
100%

Armor

Coverage
Waist
Layer
Belt
Technical
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardHighFreq
tradeTags
Artifact


A psychic insanity lance is a two-use artifact that can be equipped by pawns in the Utility slot and manually activated to cause a target to go berserk.

Acquisition

Psychic insanity lances cannot be crafted. Instead they must be purchased from Exotic Goods traders or faction bases.

Summary

When equipped, a psychic insanity lance is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is drafted, it can be manually activated by the player to target a pawn within 35 tiles and within line of sight. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources be salvaged from it.

After a 0.5s warm-up, the target will instantaneously go berserk - this berserk state is essentially identical to the mental break with the same minimum recovery time of 40,000 ticks (11.11 mins) and the same end condition of unconsciousness. The warmup time before firing is affected by the Aiming Time stat of the wearer. There is also a 30% chance that the target will be set alight and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the Difficulty settings.

Pawns with 0% psychic sensitivity, such as those with the psychically deaf trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three mechanoid commandersContent added by the Biotech DLC are also immune to psychic lances.

If used on a non-hostile faction's pawn, it will decrease goodwill with that faction by 200 points.

Analysis

As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for making pesky triple rocket launcher and doomsday rocket launcher raiders annihilate their companions. For best value, use it on enemies with durability enhancements such as go-juice, the Tough trait, power armor, or a shield belt. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo.

It can also exceptionally useful when used on centipede gunners and blasters - not only does it distract the mechanoids around it, it will continue to attack its compatriots until it or the others are dead. Depending on the composition of the mechanoid forces, this can result in anything just the target dying to the destruction of all but one mechanoid. As all mechanoids are immune to fire, centipede burners cannot harm its ex-comrades. However, it makes a good distraction and, sometimes more importantly, will die in the process.

Version history

  • 0.12.906 - Added
  • 1.2.2719 - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.
  • 1.4.3555 - Mechanoid commandersContent added by the Biotech DLC now immune to psychic lances.