Difference between revisions of "Psychic insanity lance"
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== Usage == | == Usage == | ||
− | + | 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]]/[[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]]. | |
== Version history == | == Version history == |
Revision as of 04:37, 31 October 2020
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
- Mass
- 0.5 kg
- HP
- 80
- Flammability
- 0%
Armor
- Coverage
- Waist
- Layer
- Belt
A psychic insanity lance is a two-use artifact that can be equipped by pawns in the Utility slot. Once said pawn is drafted, it can be used to target a pawn within 35 tiles and within line of sight, and the target will instantaneously go berserk. Psychically deaf pawns (or anybody with 0% psychic sensitivity) can't be targeted.
Psychic Insanity lances can be purchased from Exotic Goods Traders or found in ancient shrines.
Usage
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/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.
Version history
Prior to 1.2 it was a single-use artifact that could not be carried, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It also had unlimited range and worked through walls.