Difference between revisions of "Apocriton"

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(condense analysis. also EMP burst can hit enemy mechs. also make a combact subsection with more subsections. Also, yeah, doesn't work with skip)
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== Summary ==
 
== Summary ==
{{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.
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{{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.
 +
 
 +
The aprocriton is immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. In addition, the [[skip]] and both [[psycasts#Chaos skip|chaos skip]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to "Psychic Resistance". However, berserk, berserk pulse, and any other psycast will work as normal.
  
 
Along with [[termite]]s, apocritons are the only mechanoids that can't be [[mechanoid creation|gestated]] by your colony.
 
Along with [[termite]]s, apocritons are the only mechanoids that can't be [[mechanoid creation|gestated]] by your colony.
  
===As an enemy===
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==Combat==
{{Stub|section=1|reason=''Lots'' of Check Tags. Also EMP stun thing? skipResistant in def? AOE and canUseAoeToGetTargets in def?}}
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{{Stub|section=1|reason=''Lots'' of Check Tags. AOE and canUseAoeToGetTargets in def?}}
 
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.
 
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.
  
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius that has been dead for less than {{ticks|3600}}, even if it was resurrected before. The effects of resurrection are the same as a [[mech gestator]]. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls. There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|480}} cooldown after each resurrection before the ability can be used again. An apocriton starts with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected.
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===Abilities===
 +
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. The effects of resurrection are the same as a [[mech gestator]]. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls. There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|480}} cooldown after each resurrection before the ability can be used again. An apocriton starts with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected.
  
 
It is also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius and within [[line of sight]]. Therefore, it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}} Apocritons will jump when confronted by a melee enemy.
 
It is also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius and within [[line of sight]]. Therefore, it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}} Apocritons will jump when confronted by a melee enemy.
  
 +
===Psychic drone===
 
The negative thought inflicted by the apocriton covers the whole map, and is scaled by [[psychic sensitivity]] like a [[psychic soothe]] and [[psychic drone]]. It affects all humanlike pawns on the map, regardless of faction. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and if the distance is greater than 12, the pawn receives a {{--|4}} mood debuff.
 
The negative thought inflicted by the apocriton covers the whole map, and is scaled by [[psychic sensitivity]] like a [[psychic soothe]] and [[psychic drone]]. It affects all humanlike pawns on the map, regardless of faction. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and if the distance is greater than 12, the pawn receives a {{--|4}} mood debuff.
  
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]].
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===Defeat===
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When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids for {{ticks|1200}}, regardless of EMP resistance. Unlike regular EMP attacks, this will not impact pawns with Royalty's [[circadian assistant|brain]] [[circadian half-cycler|implants]] or [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}}
 +
 
 +
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes.  
  
 
== Analysis ==
 
== Analysis ==
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.
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Apocritons are the most durable mechanoid in the game. They have the same armor and health scale as the [[war queen]], but are 5.2x smaller, meaning they are harder to hit. In addition, all apocritons come with a personal shield. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]].
 
 
Compared to other mechanoid commanders, the apocriton boasts the most armor, at 75% sharp resistance and 40% blunt resistance. Like all mechanoids, it is immune to fire damage and is unaffected by extreme temperatures. Apocritons and [[War queen|war queens]] have an equal amount of health, and more than the [[diabolus]]. In combat, the apocriton generally positions itself at long range, and has the ability to execute short-range jumps to retreat or to avoid melee engagement. It wields a [[toxic needle gun]], a weapon very similar to the [[needle gun]] carried by [[pikemen]], though the apocriton's variant has significantly increased damage (25 as opposed to 15) and also applies toxic buildup on biological targets. Apocritons also maintain a perpetual psychic drone affecting all colonists, the intensity of which scales both with the pawn's psychic sensitivity and the pawn's proximity to the apocriton.
 
 
 
In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, if they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the needle gun, the sniper rifle, and the uranium slug turret.
 
  
Apocritons are the most durable mechanoids in the game. They have the same armor and health scale as the [[war queen]], but are 5.2x smaller, meaning they are harder to hit. In addition, all apocritons come with a personal shield.  Given its high health and armor, weapons with high armor penetration such as the charge rifle are strong counters. Like all mechanoids, they are vulnerable to EMP damage. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a brief period. If the mechanoid is given time to adapt to the EMP, it will be rendered immune to further EMPs for a brief period of time. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of [[EMP grenades]], but an [[EMP launcher]], with its superior range, can more easily be used to stun the mechanoid.
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In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, so long as they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor|militors]] so the apocriton wastes its ability.
  
Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent.
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Given its high health and armor, weapons with high armor penetration such as the charge rifle are preferred. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a very brief period. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of [[EMP grenades]], but an [[EMP launcher]], with its superior range, can more easily be used to stun the mechanoid.
  
When killed, apocritons release a large area-of-effect EMP attack with a range of approximately 25-30 tiles. Colonists and hostile mechanoids will be unaffected, however all player-controlled turrets and mechanoids will be stunned. This effect can be very dangerous if the player relies on mechanoids or turrets for defense, or if the apocriton was supported by many other mechanoids. All apocritons, summoned or not, drop a [[nano structuring chip]] upon death.
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Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.
  
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble. The first Apocriton summon spawns with several scythers and militors. and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities for 30 times. Its 400% heavy shield unit can be hard to break using ranged attacks, and it is harder to kill it using melee since it can disengage from melee combat using its leap ability. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor|militors]] so the apocriton wastes its ability.
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When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all turrets and mechanoids - player or enemy - will be stunned. This effect is less useful if the player relies on mechanoids or turrets for defense.  
  
 
== Health ==
 
== Health ==

Revision as of 00:33, 31 January 2023

Apocriton

Apocriton

A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.
While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.

Base Stats

Type
Mechanoid
Market Value
1600 Silver
Flammability
0%

Armor

Armor - Sharp
75%
Armor - Blunt
40%
Armor - Heat
200%

Pawn Stats

Move Speed
3.2 c/s
Health Scale
520% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
9 dmg (Blunt)
13 % AP
2.6 second cooldown
Average DPS
2.1452
Technical
weaponTags
MechanoidGunToxicNeedle


An apocriton (pronounced apoc-crit-on)[1] is a mechanoid added by the Biotech DLC.

Occurrence

You can summon a hostile Apocriton with a mechanitor and a mechband dish, destroying the dish in the process. Therefore, summoning one requires the High Mechtech research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.

Summoning:

  1. 1x Apocriton with heavy shield unit, 6x militor, 5x scyther
  2. 1x Apocriton with heavy shield unit, 6x militor, 4x scyther, 4x tesseron
  3. 1x Apocriton with heavy shield unit, 10x militor, 6x scyther, 1x diabolus
  4. 1x Apocriton with heavy shield unit, 10x militor, 2x tunneler, 2x diabolus
  5. 1x Apocriton with heavy shield unit, 10x militor, 1x tunneler, 2x centipede (blaster), 2x diabolus, 1x centurion
  6. 1x Apocriton with heavy shield unit, 10x militor, 5x scyther, 2x centipede (blaster), 3x diabolus, 1x centurion
  7. 1x Apocriton with heavy shield unit, 12x militor, 10x lancer, 5x tunneler, 4x centipede (blaster), 1x war queen
  8. 1x Apocriton with heavy shield unit, 15x militor, 10x scyther, 8x centipede (blaster), 2x diabolus, 1x war queen

Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map.[Archonexus?] If the apocriton is summoned once on one map, summoning another on a second map will bring the second wave.

Summary

As mechanoids, every apocriton is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs). It has 80% EMP resistance, so EMP attacks stun it for 80% less time.

The aprocriton is immune to psychic lances. In addition, the skip and both chaos skip psycastsContent added by the Royalty DLC do not function against the apocriton due to "Psychic Resistance". However, berserk, berserk pulse, and any other psycast will work as normal.

Along with termites, apocritons are the only mechanoids that can't be gestated by your colony.

Combat

The apocriton carries a long-range toxic needle gun and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.

Abilities

Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than 3,600 ticks (1 min), even if it was resurrected before. The effects of resurrection are the same as a mech gestator. This ability does not require line of sight, meaning it can resurrect mechs behind walls. There is a short 240 ticks (4 secs) warmup before the mech arises. There is a 480 ticks (8 secs) cooldown after each resurrection before the ability can be used again. An apocriton starts with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected.

It is also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius and within line of sight. Therefore, it can jump over rock chunks and fences, but not walls. There is a short 30 ticks (0.5 secs) warm-up before jumping. It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a 480 ticks (8 secs) cooldown after each jump.[Verify] Apocritons will jump when confronted by a melee enemy.

Psychic drone

The negative thought inflicted by the apocriton covers the whole map, and is scaled by psychic sensitivity like a psychic soothe and psychic drone. It affects all humanlike pawns on the map, regardless of faction. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a −16 mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a −10 mood debuff, and if the distance is greater than 12, the pawn receives a −4 mood debuff.

Defeat

When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids for 1,200 ticks (20 secs), regardless of EMP resistance. Unlike regular EMP attacks, this will not impact pawns with Royalty's brain implants or stomach implants.Content added by the Royalty DLC

Defeating a hostile apocriton will drop a nano structuring chip. This chip can be studied in order to research Ultra Mechtech and Wastepack Atomizer, and can be used in a variety of crafting recipes.

Analysis

Apocritons are the most durable mechanoid in the game. They have the same armor and health scale as the war queen, but are 5.2x smaller, meaning they are harder to hit. In addition, all apocritons come with a personal shield. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the needle gun, the sniper rifle, and the uranium slug turret.

In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, so long as they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the militors so the apocriton wastes its ability.

Given its high health and armor, weapons with high armor penetration such as the charge rifle are preferred. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a very brief period. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of EMP grenades, but an EMP launcher, with its superior range, can more easily be used to stun the mechanoid.

Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the skip psycast, a jump pack, or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.

When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all turrets and mechanoids - player or enemy - will be stunned. This effect is less useful if the player relies on mechanoids or turrets for defense.

Health

Specify body type when known.


Body part Health
Head 130
Skull 130
Brain 52
Nose 52
Neck 130
Jaw 104
Eye [2]
(left, right)
52
Ear
(left, right)
52
Body 208
Kidney[3]
(left, right)
78
Lung[3]
(left, right)
78
Liver[3] 104
Heart[3] 78
Spine[3] 130
Stomach[3] 104
Limbs
(left, right, fore, hind)
156
Appendage
(left, right, fore, hind)
104
  1. Tynan Sylvester Interview, Hot Potato 2022 [1]
  2. Located inside of Head.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Located inside of Body.

Trivia

  • Although the apocriton cannot be gestated, the game's files do contain "clean" variants of its textures, as well as faction color overlays.

Gallery

Version history

  • Biotech DLC Release - Added.
  • 1.4.3531 - EMP resistance increased from 40% to 80%
  • 1.4.3555 - Significant combat overhaul. Toxic needle gun damage increased from 15 to 25. Sharp armor 40% -> 75%, Blunt armor 20% -> 40%. Health 3.3 -> 5.2. Apocritons can now cast resurrect without line of sight. Became immune to psychic lances. Fix: Apocriton appears in mech clusters.

References