Difference between revisions of "Sightstealer"
(User:Theothersteve7's edit was edit-conflicted. Rescueing lost detail.) |
|||
Line 7: | Line 7: | ||
| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts. | | description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts. | ||
}} | }} | ||
− | + | The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter. | |
− | |||
== Acquistion == | == Acquistion == | ||
The sightstealer will randomly wonder onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured. | The sightstealer will randomly wonder onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured. | ||
− | ==Containment== | + | == Summary == |
− | The sightstealer is fairly weak, requiring only 30 containment strength. | + | They feel pain, bleed, and are susceptible to disease. |
+ | |||
+ | === Containment === | ||
+ | The sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with zero risk. | ||
[[File:Get wrecked idiot|thumb|a sight stealer in a box worthy of its containment, notice the wooden wall and holding spot in place of a steel holding platform]] | [[File:Get wrecked idiot|thumb|a sight stealer in a box worthy of its containment, notice the wooden wall and holding spot in place of a steel holding platform]] | ||
− | == | + | == Analysis == |
− | + | A single Sightstealer is unlikely to be a threat to even a group of brand new colonists. A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens. They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding. | |
− | + | A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research. Their weakness and stealth give them practically no defensive application. | |
− | |||
− | + | [[Category: Entities]] |
Revision as of 09:15, 12 April 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
Sightstealer
Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.
Base Stats
- Type
- [[{{{type}}}]]
The sightstealer is an entity added by the Anomaly DLC. It is likely to be one of the first anomalous entities a colony will encounter.
Acquistion
The sightstealer will randomly wonder onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured.
Summary
They feel pain, bleed, and are susceptible to disease.
Containment
The sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with zero risk.
Analysis
A single Sightstealer is unlikely to be a threat to even a group of brand new colonists. A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens. They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.
A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research. Their weakness and stealth give them practically no defensive application.