Difference between revisions of "Elbow blade"

From RimWorld Wiki
Jump to navigation Jump to search
m
(11 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Royalty}}{{infobox main|
+
{{Royalty}}
 +
{{Rewrite|reason=Format standard}}
 +
{{Infobox main
 
| name = Elbow blade
 
| name = Elbow blade
| image = Health item prosthetic.png|Elbow blade
+
| image = Health item prosthetic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 +
| tech level = Industrial
 
| description = A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.
 
| description = A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.
 
| class =  
 
| class =  
Line 11: Line 14:
 
| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 27
 
| meleeattack1ap = 27
 +
| body part = Arm
 
| MeleeWeaponAverageDPS = 9
 
| MeleeWeaponAverageDPS = 9
 
| MeleeWeaponAverageAP = 27
 
| MeleeWeaponAverageAP = 27
Line 31: Line 35:
 
| thingSetMakerTags = RewardStandardLowFreq
 
| thingSetMakerTags = RewardStandardLowFreq
 
}}
 
}}
The '''elbow blade''' is an implant that gives a pawn an attack with 27% AP and 9 DPS (18 damage/2 s).
+
The '''elbow blade''' is an [[artificial  body part|implant]] that gives a pawn an attack with 27% {{AP}} and 9 {{DPS}}.
  
 
== Acquisition ==
 
== Acquisition ==
Elbow blades can only be made at [[Machining table]] and require [[Research#Compact weaponry|Compact Weaponry]] to be researched in order to be constructed. This research requires the use of the relevant [[Techprint]]. An elbow blade requires 40 {{icon|metal}} steel and 7 {{Icon|component}} components. They require a crafting skill of 5.
+
{{Acquisition}}
  
 
The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward.
 
The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward.
  
 
== Summary ==
 
== Summary ==
{{stub|section=1}}
+
Elbow blades are implanted into the arm of a pawn. They are universal and can be installed in either the left or right arm. As implants, they do not replace any body part or change the functionality of the limb they are implanted into. They also require the presence of the body part to be implanted and are lost if the body part is destroyed. The presence of child parts is not required - i.e. an elbow blade can be installed into an arm missing a hand.
Summary stuff goes here
 
  
===Installation===
+
Similarly, as an implant, the elbow blade does not replace any natural attack, and instead simply adds another. How often this attack is used will depend on the other melee verbs available to the pawn, including those added by traditional melee weapons. For further details on how this system functions, see the [[Weapons#Melee_formulas|Weapons]] page.  
{{stub|section=1}}
 
Installing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
 
  
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
+
<div><li style="display: inline-table;">
 +
{| {{STDT|sortable c_06 text-center}}
 +
! colspan="2" | Name !! Damage !! DPS !! AP !! Damage Type
 +
|-
 +
! {{Icon Small|{{PAGENAME}}|32}}
 +
! {{PAGENAME}}
 +
| {{P|Attack 1 Damage}}
 +
| {{P|MeleeDPS}}
 +
| {{P|Attack 1 AP}}%
 +
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]
 +
|}
 +
</li></div>
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
+
=== Installation ===
 +
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 
 +
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 
 +
If the operation fails, the part will be destroyed.
  
 
== Effectiveness and uses ==
 
== Effectiveness and uses ==
  
The elbow blade is a relatively powerful implant melee weapon, having the second highest DPS of all of the implants given by the [[Research#Compact weaponry|Compact Weaponry]] research. The elbow blade is roughly equal to a [[quality|good quality]] [[steel]] [[longsword]] against unarmored enemies, however due to its only modest amount of sharp penetration falls short against [[armor|armored]] foes. Against unarmored foes, it is not quite as powerful as the [[hand talon]], and falls significantly short when compared to a [[power claw]], [[plasteel]] [[longsword]], or [[uranium]] [[mace]], and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options. It
+
The elbow blade is a relatively powerful implant melee weapon, having the second highest DPS of all of the implants given by the [[Research#Compact weaponry|Compact Weaponry]] research. The elbow blade is roughly equal to a [[quality|good quality]] [[steel]] [[longsword]] against unarmored enemies, however due to its only modest amount of sharp penetration falls short against [[armor|armored]] foes. Against unarmored foes, it is not quite as powerful as the [[hand talon]], and falls significantly short when compared to a [[power claw]], [[plasteel]] [[longsword]], or [[uranium]] [[mace]], and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options.
  
Its greatest benefit comes in fitting it to ranged pawns, as it gives them a the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a [[steel]] [[longsword]] means that if an enemy raider closes to melee range, your pawn isn't completely defenseless. It also makes you pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no melee pawn is near/has been downed, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back.  
+
Its greatest benefit comes in fitting it to ranged pawns, as it gives them the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a [[steel]] [[longsword]] means that if an enemy raider closes to melee range, your pawn isn't completely defenseless. It also makes your pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no melee pawn is near/has been downed, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back.  
  
 
For pawns with a skill in [[Skills#Plants|Plants]], the elbow blade has the additional benefit of being compatible with both [[field hand]]s and [[bionic leg|bionic]] or [[archotech leg]]s. This allows the full suite of work-related bionics to be added while also improving melee capability.
 
For pawns with a skill in [[Skills#Plants|Plants]], the elbow blade has the additional benefit of being compatible with both [[field hand]]s and [[bionic leg|bionic]] or [[archotech leg]]s. This allows the full suite of work-related bionics to be added while also improving melee capability.
  
 
== Drawbacks ==
 
== Drawbacks ==
 
 
The main drawback of the elbow blade is that it can not be simultaneously used with two [[bionic arm|bionic]] or [[archotech arm]]s. [[Manipulation]] above 100% does not affect [[Shooting Accuracy]], and so for a dedicated gunfighter this may not be a significant drawback. However, [[manipulation]] increases [[general labor speed]], meaning that if they have a role within your colony beyond fighting affected by [[manipulation]], such as crafting or constructing, they will be less effective at these roles than they otherwise could be. A pawn can still be equipped with one [[bionic arm|bionic]] or [[archotech arm]], and one elbow blade without it negatively affecting their melee capabilities after [[Version/1.1.2610|1.1.2610]] changed melee verb selection.
 
The main drawback of the elbow blade is that it can not be simultaneously used with two [[bionic arm|bionic]] or [[archotech arm]]s. [[Manipulation]] above 100% does not affect [[Shooting Accuracy]], and so for a dedicated gunfighter this may not be a significant drawback. However, [[manipulation]] increases [[general labor speed]], meaning that if they have a role within your colony beyond fighting affected by [[manipulation]], such as crafting or constructing, they will be less effective at these roles than they otherwise could be. A pawn can still be equipped with one [[bionic arm|bionic]] or [[archotech arm]], and one elbow blade without it negatively affecting their melee capabilities after [[Version/1.1.2610|1.1.2610]] changed melee verb selection.
  
 
If you choose two [[bionic arm|bionic]] or [[archotech arm]]s over one arm and an elbow blade, you also have the option of the [[knee spike]]. The [[knee spike]] is not as effective in combat as the elbow blade however, and has the significant drawback that you then can't install two [[bionic leg|bionic]] or [[archotech leg]]s, which are arguably more important than the arms. In this case you can install [[venom fangs]] which, while the weakest implant of all those mentioned, does not conflict with anything.
 
If you choose two [[bionic arm|bionic]] or [[archotech arm]]s over one arm and an elbow blade, you also have the option of the [[knee spike]]. The [[knee spike]] is not as effective in combat as the elbow blade however, and has the significant drawback that you then can't install two [[bionic leg|bionic]] or [[archotech leg]]s, which are arguably more important than the arms. In this case you can install [[venom fangs]] which, while the weakest implant of all those mentioned, does not conflict with anything.
  
==Version History==
+
== Trivia==
*[[Royalty DLC]] Release - Added
+
The stats page of the elbow blade claims it replaces the arm, humerus, radius, hand, and fingers; but this is incorrect. The elbow blade is an implant and does not replace any body parts. The [[knee spike]] and [[hand talon]] share this mistake.
*Version 1.1.? - Buffed from 22% AP and 7.50 DPS to 27%, 9 DPS
+
 
 +
 
 +
== Version history ==
 +
* [[Royalty DLC]] Release - Added
 +
* Version 1.1.? - Buffed from 22% AP and 7.50 DPS to 27%, 9 DPS
  
{{nav|body parts|wide}}
+
{{Nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]

Revision as of 06:35, 26 September 2024

Elbow blade

Elbow blade

A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
355 Silver

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Blade
18 dmg (Cut)
27% AP
2 seconds cooldown
Body Part
Arm

Creation

Crafted At
Machining table
Required Research
Compact weaponryTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 7
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
AdvancedWeapon
tradeTags
ImplantEmpireCommon


The elbow blade is an implant that gives a pawn an attack with 27% AP and 9 DPS.

Acquisition

Elbow blades can be crafted at a machining table once the compact weaponry research project has been completed. Note that this research requires a techprint. Each requires Steel 40 Steel, Component 7 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

The item can also be traded from exotic traders, and can be earned as a quest reward.

Summary

Elbow blades are implanted into the arm of a pawn. They are universal and can be installed in either the left or right arm. As implants, they do not replace any body part or change the functionality of the limb they are implanted into. They also require the presence of the body part to be implanted and are lost if the body part is destroyed. The presence of child parts is not required - i.e. an elbow blade can be installed into an arm missing a hand.

Similarly, as an implant, the elbow blade does not replace any natural attack, and instead simply adds another. How often this attack is used will depend on the other melee verbs available to the pawn, including those added by traditional melee weapons. For further details on how this system functions, see the Weapons page.

  • Name Damage DPS AP Damage Type
    Elbow blade Elbow blade 18 27% Cut
  • Installation

    Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.

    Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.

    If the operation fails, the part will be destroyed.

    Effectiveness and uses

    The elbow blade is a relatively powerful implant melee weapon, having the second highest DPS of all of the implants given by the Compact Weaponry research. The elbow blade is roughly equal to a good quality steel longsword against unarmored enemies, however due to its only modest amount of sharp penetration falls short against armored foes. Against unarmored foes, it is not quite as powerful as the hand talon, and falls significantly short when compared to a power claw, plasteel longsword, or uranium mace, and so is not particularly useful for a dedicated melee pawn if you have access to these more effective options.

    Its greatest benefit comes in fitting it to ranged pawns, as it gives them the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a steel longsword means that if an enemy raider closes to melee range, your pawn isn't completely defenseless. It also makes your pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no melee pawn is near/has been downed, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back.

    For pawns with a skill in Plants, the elbow blade has the additional benefit of being compatible with both field hands and bionic or archotech legs. This allows the full suite of work-related bionics to be added while also improving melee capability.

    Drawbacks

    The main drawback of the elbow blade is that it can not be simultaneously used with two bionic or archotech arms. Manipulation above 100% does not affect Shooting Accuracy, and so for a dedicated gunfighter this may not be a significant drawback. However, manipulation increases general labor speed, meaning that if they have a role within your colony beyond fighting affected by manipulation, such as crafting or constructing, they will be less effective at these roles than they otherwise could be. A pawn can still be equipped with one bionic or archotech arm, and one elbow blade without it negatively affecting their melee capabilities after 1.1.2610 changed melee verb selection.

    If you choose two bionic or archotech arms over one arm and an elbow blade, you also have the option of the knee spike. The knee spike is not as effective in combat as the elbow blade however, and has the significant drawback that you then can't install two bionic or archotech legs, which are arguably more important than the arms. In this case you can install venom fangs which, while the weakest implant of all those mentioned, does not conflict with anything.

    Trivia

    The stats page of the elbow blade claims it replaces the arm, humerus, radius, hand, and fingers; but this is incorrect. The elbow blade is an implant and does not replace any body parts. The knee spike and hand talon share this mistake.


    Version history

    • Royalty DLC Release - Added
    • Version 1.1.? - Buffed from 22% AP and 7.50 DPS to 27%, 9 DPS