Difference between revisions of "Knife"

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{{for|the uncraftable [[jade]] variant|jade knife}}{{infobox main|weapon|
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{{For|the uncraftable [[jade]] variant|jade knife}}
 +
{{Infobox main|weapon
 
| name = Knife
 
| name = Knife
| image = Knife.png|Knife
+
| image = Knife.png
 
| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
 
| description = One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.
 
| description = One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.
 +
| tech level = Neolithic
 
| class = Neolithic
 
| class = Neolithic
 
| meleeattack1dmg = 9
 
| meleeattack1dmg = 9
Line 21: Line 23:
 
| meleeattack3cool = 2
 
| meleeattack3cool = 2
 
| meleeattack3ap = 20
 
| meleeattack3ap = 20
| MeleeWeaponAverageDPS = 6.50
 
| MeleeWeaponAverageAP = 18
 
 
| mode = Melee
 
| mode = Melee
 
| production facility 1 = Crafting spot
 
| production facility 1 = Crafting spot
Line 31: Line 31:
 
| resource 1 amount = 30
 
| resource 1 amount = 30
 
| work to make = 1800
 
| work to make = 1800
 +
| work speed stat = General Labor Speed
 
| stuff tags = Metallic
 
| stuff tags = Metallic
 
| damage type = Sharp
 
| damage type = Sharp
 
| mass base = 0.5
 
| mass base = 0.5
 +
| has quality = True
 
| weaponTags = MedievalMeleeBasic, NeolithicMeleeBasic
 
| weaponTags = MedievalMeleeBasic, NeolithicMeleeBasic
 
}}
 
}}
The '''knife''' is a primitive melee weapon, it that does a low amount of damage, has a short cooldown, and deals sharp damage. As is typical with any sharp weapon, knife attacks cause bleeding, and generally fares poorly against armor when compared to blunt weapons. Due to its low cooldown, knives are skill-friendly weapons; even if a pawn equipped with a knife misses their attack, another attack will follow not long after.
+
The '''knife''' is a primitive, sharp melee [[weapon]]. It deals a low amount of damage, but has a short cooldown, making it friendlier to unskilled users.
  
 
== Acquisition ==
 
== Acquisition ==
 +
{{Acquisition}}
  
Knives can be crafted at the [[crafting spot]], [[fueled smithy]] or [[electric smithy|smithy]] with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. It can also be purchased from any outlander and orbital combat suppliers, or obtained from [[outlander]] and [[pirate]] [[raider]]s drops.
+
It can also be purchased from any outlander and orbital combat suppliers, or obtained from [[outlander]] and [[pirate]] [[raider]]s drops.
 +
 
 +
A plasteel knife is given at the beginning with [[Scenario system#Crashlanded|Crashlanded]] scenario, while a unique [[jade knife]] is given at the beginning with [[Scenario system#Lost Tribe|Lost Tribe]] scenario.
  
 
== Analysis ==
 
== Analysis ==
Knives are low-tier melee weapons with a slightly below average damage output, but are cheap and fast to produce. The fact that you can make knives at a [[crafting spot]] makes this weapon very desirable in the early game, especially in hard scenarios, like Naked Brutality. If you have no decent [[Crafting|crafter]], the knife is a good option, as no weapon will be high-quality and you will level up a crafter more quickly.
+
Knives are low-tier melee weapons, being cheap and fast to produce.
 +
 
 +
=== Crashlanded ===
 +
In the Crashlanded [[scenario]], you receive a normal [[quality]] [[plasteel]] knife. This is roughly as strong as a normal steel [[longsword]], and stronger than most other steel weapons of normal quality. Compared to the longsword, the knife attacks faster for less damage per hit, and is marginally worse against armor.
 +
 
 +
The quick attacks also help colonists with low melee skill, who might want to train melee due to a passion or a trait like [[brawler]].
 +
 
 +
=== Naked Brutality ===
 +
As you can make knives in a [[crafting spot]], they can be useful in Naked Brutality and other low-resource [[scenario]]s. But, if you have at least 2 Crafting, [[short bow]]s should be go-to weapon. As a ranged weapon, the short bow is generally better for combat, ''and'' it lets you hunt 0% manhunter animals without getting hurt (even docile animals will retaliate if struck in melee). If wood isn't available (e.g. in an [[ice sheet]] or [[desert]]), you might have to make a knife, as they can be made out of steel.
 +
 
 +
In terms of melee weapons, [[Club]]s are your direct crafting spot alternatives. Clubs have 2 advantages over knives: they can be made out of [[wood]], and they have no [[quality]]. While a steel club is worse than a "normal" quality steel knife, they are better than a poor or awful knife.
 +
 
 +
Considering metals other than steel: a [[plasteel]] knife (normal or better) is better than any club, and a [[uranium]] club is better than a uranium knife.
 +
 
 +
=== Crafting knives===
 +
<!-- Commented out due to needing verification
 +
Smithing unlocks a variety of weapons. Despite the [[gladius]] and [[ikwa]] being more expensive, both are ''worse'' than the knife (of the same material/quality). Why is this?
 +
* '''The [[melee verb selection]] system''', introduced in 1.1. Each weapon has multiple attacks, or ''verbs'', with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" {{DPS}} of 7.23, rather than the gladius' 7.13 or ikwa's 6.75.
 +
* '''The impact of [[Damage types#Cut|''Cut'']] damage type.''' Of the 3 weapons, knives are the most likely to deal Cut damage. Whenever a Cut attack is rolled, it has a chance to ''cleave''. When a weapon cleaves, it deals 140% damage, spread throughout body parts.
 +
: While cleaving reduces the chance to destroy body parts, it deals more [[pain]], which gets enemies into [[pain shock]] faster. Pain shock is the most common way to disable enemies in combat, ''much'' more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat.
 +
 
 +
: ''Stab'' has the advantage of superior damage to internal body parts. However, gladii won't instakill the heart at most reasonable qualities, and the chance of hitting the same organ 2 times in a row is miniscule.
 +
 
 +
[[Mace]]s deal less DPS, but as they do Blunt damage, they have a substantial niche compared to the knife. Once [[longsword]]s are available, knives are statistically worse than a sword (assuming same material/quality).-->
  
That being said, the [[gladius]] offers significantly better performance for little more in the way of resource costs and more time to craft. When you have a colonist with good crafting skill (crafting level > 7 or so) and can build a [[Fueled smithy|fueled smithy]] or [[Electric smithy|electric smithy]], then this is the moment to upgrade to the [[gladius]] or [[Longsword]], and have a good chance to produce excellent or better [[quality]] weapons.  
+
You could make knives in order to train Crafting skill, but as clubs can be made of wood or stone, they are generally the better option. Once an [[electric smithy]] is available, [[plate armor]] requires more work and can be made out of wood.
  
A plasteel knife* can be as good as a steel longsword (of roughly equivalent [[quality]]), dealing less damage per hit but with less cooldown between attacks. Overall this yields a little more DPS but with lower penetration, making it good in the early game against "softer" (unarmored) targets and for colonists with low melee skill but great potential (e.g. skill < 6 but with [[Skills#Passion|passion]] in melee, and/or the [[brawler]] trait. (Or for those with a low shooting skill with no passion, and so little prospect to improve there).
+
{{Weapon Stats Table}}
: (* like the normal-quality one start your three colonists start with if you [[Scenario system#Crashlanded|crashlanded]])
 
  
Against armor, a knife actually performs slightly better than its gladius counterpart, probably owing to the shorter cooldown. That being said, a [[Materials#Stone Blocks|stone]] [[club]] still performs considerably better than either. When talking about plasteel, the knife continues to outperform its steel gladius equivalent, but the steel [[club]] is still better here.
+
== Styles ==
 +
{{Ideology|section=1}}
 +
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
  
{{Weapon Material Table}}
+
<gallery>
 +
Knife.png|Base variant
 +
HoraxianKnife.png|Horaxian{{AnomalyIcon}}
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added
 +
* [[Version/1.5.4062|1.5.4062]] - Received a new texture
 +
<gallery>
 +
Knife Old.png|Texture prior to 1.5
 +
</gallery>
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
[[Category:Weapons]]
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[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Knives]]
[[Category:Equipment]]
 

Latest revision as of 07:02, 15 November 2024

Knife

Knife

One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.

Base Stats

Type
EquipmentWeapons
Tech Level
Neolithic
Weapon Class
Neolithic
Mass
0.5 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Blunt)
13% AP
2 seconds cooldown
Melee Attack 2 
Blade
12 dmg (Cut)
18% AP
1.5 seconds cooldown
Melee Attack 3 
Point
13 dmg (Stab)
20% AP
2 seconds cooldown

Creation

Crafted At
Crafting spot / Fueled smithy / Electric smithy
Required Research
Smithing
Work To Make
1,800 ticks (30 secs)
Work Speed Stat
General Labor Speed
Stuff Tags
Metallic
Resources to make
Stuff 30
Technical
Has Quality
True
weaponTags
MedievalMeleeBasic, NeolithicMeleeBasic


The knife is a primitive, sharp melee weapon. It deals a low amount of damage, but has a short cooldown, making it friendlier to unskilled users.

Acquisition[edit]

Knives can be crafted at a crafting spot, fueled smithy, or electric smithy once the smithing research project has been completed. Each requires Stuff 30 Stuff (Metallic, 300 for SMVs) and 1,800 ticks (30 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material.

It can also be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders drops.

A plasteel knife is given at the beginning with Crashlanded scenario, while a unique jade knife is given at the beginning with Lost Tribe scenario.

Analysis[edit]

Knives are low-tier melee weapons, being cheap and fast to produce.

Crashlanded[edit]

In the Crashlanded scenario, you receive a normal quality plasteel knife. This is roughly as strong as a normal steel longsword, and stronger than most other steel weapons of normal quality. Compared to the longsword, the knife attacks faster for less damage per hit, and is marginally worse against armor.

The quick attacks also help colonists with low melee skill, who might want to train melee due to a passion or a trait like brawler.

Naked Brutality[edit]

As you can make knives in a crafting spot, they can be useful in Naked Brutality and other low-resource scenarios. But, if you have at least 2 Crafting, short bows should be go-to weapon. As a ranged weapon, the short bow is generally better for combat, and it lets you hunt 0% manhunter animals without getting hurt (even docile animals will retaliate if struck in melee). If wood isn't available (e.g. in an ice sheet or desert), you might have to make a knife, as they can be made out of steel.

In terms of melee weapons, Clubs are your direct crafting spot alternatives. Clubs have 2 advantages over knives: they can be made out of wood, and they have no quality. While a steel club is worse than a "normal" quality steel knife, they are better than a poor or awful knife.

Considering metals other than steel: a plasteel knife (normal or better) is better than any club, and a uranium club is better than a uranium knife.

Crafting knives[edit]

You could make knives in order to train Crafting skill, but as clubs can be made of wood or stone, they are generally the better option. Once an electric smithy is available, plate armor requires more work and can be made out of wood.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Knife Knife Handle (Blunt) Blade (Cut) Point (Stab) Human: Left & right fist (Blunt) HP Value
    Quality
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 7.16 17.43% 6.48 2s 9.36% 3.24 6.25% 12.48 1.5s 18.72% 8.32 75% 13.52 2s 20.8% 6.76 6.25% 8.2 2s 12% 4.1 6.25% 200 19 Silver
    Awful Gold Gold 4.53 11% 7.2 2s 10.4% 3.6 6.25% 7.2 1.5s 10.8% 4.8 75% 7.8 2s 12% 3.9 6.25% 8.2 2s 12% 4.1 6.25% 60 1505 Silver
    Awful Plasteel Plasteel 7.46 15.07% 6.48 1.6s 9.36% 4.05 6.25% 10.56 1.2s 15.84% 8.8 75% 11.44 1.6s 17.6% 7.15 6.25% 8.2 2s 12% 4.1 6.25% 280 142 Silver
    Awful Silver Silver 5.01 12.18% 7.2 2s 10.4% 3.6 6.25% 8.16 1.5s 12.24% 5.44 75% 8.84 2s 13.6% 4.42 6.25% 8.2 2s 12% 4.1 6.25% 70 153 Silver
    Awful Steel Steel 5.74 13.95% 7.2 2s 10.4% 3.6 6.25% 9.6 1.5s 14.4% 6.4 75% 10.4 2s 16% 5.2 6.25% 8.2 2s 12% 4.1 6.25% 100 32 Silver
    Awful Uranium Uranium 5.86 15.46% 10.8 2.2s 15.6% 4.91 6.25% 10.56 1.65s 15.84% 6.4 75% 11.44 2.2s 17.6% 5.2 6.25% 8.2 2s 12% 4.1 6.25% 250 96 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 7.98 19.42% 7.29 2s 10.53% 3.65 6.25% 14.04 1.5s 21.06% 9.36 75% 15.21 2s 23.4% 7.61 6.25% 8.2 2s 12% 4.1 6.25% 200 29 Silver
    Poor Gold Gold 5.02 12.19% 8.1 2s 11.7% 4.05 6.25% 8.1 1.5s 12.15% 5.4 75% 8.78 2s 13.5% 4.39 6.25% 8.2 2s 12% 4.1 6.25% 60 2255 Silver
    Poor Plasteel Plasteel 8.29 16.76% 7.29 1.6s 10.53% 4.56 6.25% 11.88 1.2s 17.82% 9.9 75% 12.87 1.6s 19.8% 8.04 6.25% 8.2 2s 12% 4.1 6.25% 280 215 Silver
    Poor Silver Silver 5.56 13.52% 8.1 2s 11.7% 4.05 6.25% 9.18 1.5s 13.77% 6.12 75% 9.95 2s 15.3% 4.97 6.25% 8.2 2s 12% 4.1 6.25% 70 230 Silver
    Poor Steel Steel 6.38 15.51% 8.1 2s 11.7% 4.05 6.25% 10.8 1.5s 16.2% 7.2 75% 11.7 2s 18% 5.85 6.25% 8.2 2s 12% 4.1 6.25% 100 48 Silver
    Poor Uranium Uranium 6.52 17.2% 12.15 2.2s 17.55% 5.52 6.25% 11.88 1.65s 17.82% 7.2 75% 12.87 2.2s 19.8% 5.85 6.25% 8.2 2s 12% 4.1 6.25% 250 144 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 8.79 21.41% 8.1 2s 11.7% 4.05 6.25% 15.6 1.5s 23.4% 10.4 75% 16.9 2s 26% 8.45 6.25% 8.2 2s 12% 4.1 6.25% 200 39 Silver
    Normal Gold Gold 5.51 13.38% 9 2s 13% 4.5 6.25% 9 1.5s 13.5% 6 75% 9.75 2s 15% 4.88 6.25% 8.2 2s 12% 4.1 6.25% 60 3005 Silver
    Normal Plasteel Plasteel 9.13 18.46% 8.1 1.6s 11.7% 5.06 6.25% 13.2 1.2s 19.8% 11 75% 14.3 1.6s 22% 8.94 6.25% 8.2 2s 12% 4.1 6.25% 280 285 Silver
    Normal Silver Silver 6.11 14.85% 9 2s 13% 4.5 6.25% 10.2 1.5s 15.3% 6.8 75% 11.05 2s 17% 5.53 6.25% 8.2 2s 12% 4.1 6.25% 70 305 Silver
    Normal Steel Steel 7.02 17.06% 9 2s 13% 4.5 6.25% 12 1.5s 18% 8 75% 13 2s 20% 6.5 6.25% 8.2 2s 12% 4.1 6.25% 100 64 Silver
    Normal Uranium Uranium 7.18 18.94% 13.5 2.2s 19.5% 6.14 6.25% 13.2 1.65s 19.8% 8 75% 14.3 2.2s 22% 6.5 6.25% 8.2 2s 12% 4.1 6.25% 250 192 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 9.61 23.4% 8.91 2s 12.87% 4.46 6.25% 17.16 1.5s 25.74% 11.44 75% 18.59 2s 28.6% 9.3 6.25% 8.2 2s 12% 4.1 6.25% 200 48 Silver
    Good Gold Gold 5.99 14.56% 9.9 2s 14.3% 4.95 6.25% 9.9 1.5s 14.85% 6.6 75% 10.73 2s 16.5% 5.36 6.25% 8.2 2s 12% 4.1 6.25% 60 3505 Silver
    Good Plasteel Plasteel 9.97 20.15% 8.91 1.6s 12.87% 5.57 6.25% 14.52 1.2s 21.78% 12.1 75% 15.73 1.6s 24.2% 9.83 6.25% 8.2 2s 12% 4.1 6.25% 280 355 Silver
    Good Silver Silver 6.66 16.19% 9.9 2s 14.3% 4.95 6.25% 11.22 1.5s 16.83% 7.48 75% 12.16 2s 18.7% 6.08 6.25% 8.2 2s 12% 4.1 6.25% 70 385 Silver
    Good Steel Steel 7.65 18.62% 9.9 2s 14.3% 4.95 6.25% 13.2 1.5s 19.8% 8.8 75% 14.3 2s 22% 7.15 6.25% 8.2 2s 12% 4.1 6.25% 100 79 Silver
    Good Uranium Uranium 7.84 20.69% 14.85 2.2s 21.45% 6.75 6.25% 14.52 1.65s 21.78% 8.8 75% 15.73 2.2s 24.2% 7.15 6.25% 8.2 2s 12% 4.1 6.25% 250 240 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 10.42 25.39% 9.72 2s 14.04% 4.86 6.25% 18.72 1.5s 28.08% 12.48 75% 20.28 2s 31.2% 10.14 6.25% 8.2 2s 12% 4.1 6.25% 200 58 Silver
    Excellent Gold Gold 6.48 15.75% 10.8 2s 15.6% 5.4 6.25% 10.8 1.5s 16.2% 7.2 75% 11.7 2s 18% 5.85 6.25% 8.2 2s 12% 4.1 6.25% 60 4005 Silver
    Excellent Plasteel Plasteel 10.8 21.85% 9.72 1.6s 14.04% 6.08 6.25% 15.84 1.2s 23.76% 13.2 75% 17.16 1.6s 26.4% 10.73 6.25% 8.2 2s 12% 4.1 6.25% 280 425 Silver
    Excellent Silver Silver 7.21 17.52% 10.8 2s 15.6% 5.4 6.25% 12.24 1.5s 18.36% 8.16 75% 13.26 2s 20.4% 6.63 6.25% 8.2 2s 12% 4.1 6.25% 70 460 Silver
    Excellent Steel Steel 8.29 20.18% 10.8 2s 15.6% 5.4 6.25% 14.4 1.5s 21.6% 9.6 75% 15.6 2s 24% 7.8 6.25% 8.2 2s 12% 4.1 6.25% 100 95 Silver
    Excellent Uranium Uranium 8.5 22.43% 16.2 2.2s 23.4% 7.36 6.25% 15.84 1.65s 23.76% 9.6 75% 17.16 2.2s 26.4% 7.8 6.25% 8.2 2s 12% 4.1 6.25% 250 290 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 13.23 32.28% 11.75 2s 16.97% 5.87 12.5% 22.62 1.5s 33.93% 15.08 75% 24.51 2s 37.7% 12.25 12.5% 8.2 2s 12% 4.1 0% 200 97 Silver
    Masterwork Gold Gold 7.7 18.72% 13.05 2s 18.85% 6.53 6.25% 13.05 1.5s 19.58% 8.7 75% 14.14 2s 21.75% 7.07 6.25% 8.2 2s 12% 4.1 6.25% 60 5005 Silver
    Masterwork Plasteel Plasteel 14.17 27.64% 11.75 1.6s 16.97% 7.34 12.5% 19.14 1.2s 28.71% 15.95 75% 20.74 1.6s 31.9% 12.96 12.5% 8.2 2s 12% 4.1 0% 280 710 Silver
    Masterwork Silver Silver 8.58 20.86% 13.05 2s 18.85% 6.53 6.25% 14.79 1.5s 22.19% 9.86 75% 16.02 2s 24.65% 8.01 6.25% 8.2 2s 12% 4.1 6.25% 70 765 Silver
    Masterwork Steel Steel 9.89 24.07% 13.05 2s 18.85% 6.53 6.25% 17.4 1.5s 26.1% 11.6 75% 18.85 2s 29% 9.43 6.25% 8.2 2s 12% 4.1 6.25% 100 159 Silver
    Masterwork Uranium Uranium 10.16 26.79% 19.58 2.2s 28.28% 8.9 6.25% 19.14 1.65s 28.71% 11.6 75% 20.74 2.2s 31.9% 9.43 6.25% 8.2 2s 12% 4.1 6.25% 250 480 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 15.05 36.73% 13.37 2s 19.31% 6.68 12.5% 25.74 1.5s 38.61% 17.16 75% 27.89 2s 42.9% 13.94 12.5% 8.2 2s 12% 4.1 0% 200 194 Silver
    Legendary Gold Gold 8.67 21.09% 14.85 2s 21.45% 7.43 6.25% 14.85 1.5s 22.28% 9.9 75% 16.09 2s 24.75% 8.04 6.25% 8.2 2s 12% 4.1 6.25% 60 6005 Silver
    Legendary Plasteel Plasteel 16.12 31.45% 13.37 1.6s 19.31% 8.35 12.5% 21.78 1.2s 32.67% 18.15 75% 23.6 1.6s 36.3% 14.75 12.5% 8.2 2s 12% 4.1 0% 280 1420 Silver
    Legendary Silver Silver 9.67 23.53% 14.85 2s 21.45% 7.43 6.25% 16.83 1.5s 25.25% 11.22 75% 18.23 2s 28.05% 9.12 6.25% 8.2 2s 12% 4.1 6.25% 70 1530 Silver
    Legendary Steel Steel 11.17 27.18% 14.85 2s 21.45% 7.43 6.25% 19.8 1.5s 29.7% 13.2 75% 21.45 2s 33% 10.73 6.25% 8.2 2s 12% 4.1 6.25% 100 315 Silver
    Legendary Uranium Uranium 11.48 30.28% 22.28 2.2s 32.18% 10.13 6.25% 21.78 1.65s 32.67% 13.2 75% 23.6 2.2s 36.3% 10.73 6.25% 8.2 2s 12% 4.1 6.25% 250 960 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Styles[edit]

    Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.

    Version history[edit]