Difference between revisions of "Psychic insanity lance"

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| image = Psychic_insanity_lance.png|Psychic insanity lance
 
| image = Psychic_insanity_lance.png|Psychic insanity lance
 
| description = 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.
 
| description = 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.
| type = Artifact
+
| type = Gear
 +
| type2 = Utility
 
| tech level = Archotech
 
| tech level = Archotech
 
| marketvalue = 650
 
| marketvalue = 650
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| flammability = 1
 
| flammability = 1
 
| mass base = 0.5
 
| mass base = 0.5
 +
| lifestage = Adult
 +
| clothing for nudity = False
 
| coverage = Waist
 
| coverage = Waist
 
| layer = Belt
 
| layer = Belt
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==Summary==
 
==Summary==
Worn in "Waist" utility slot, the psychic insanity lance can be equipped by pawns. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. Pawns with 0% [[psychic sensitivity]], such as those with the [[Traits#Psychically deaf|Psychically deaf]] trait, cannot be targeted by the lance however sensitivity does not otherwise affect the effect.
+
When equipped, a psychic insanity lance is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources be salvaged from it.  
  
After a 0.5s warm-up, the target will instantaneously go [[Mental break#Berserk|berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings.   
+
After a 0.5s warm-up, the target will instantaneously go [[berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings.   
  
If used on a non-hostile [[faction]]'s pawn, it will decrease Goodwill with that faction by 200 points.
+
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} are also immune to psychic lances.  
  
The lance cannot be recharged - when both charges are expended the item is completely destroyed.
+
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.
 +
 
 +
{{Utility Note}}
  
 
== Analysis ==
 
== Analysis ==
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]] and [[doomsday rocket launcher]] raiders annihilate their companions. For best value, use it on enemies with durability enhancements such as [[go-juice]], the [[Traits#Tough|Tough]] trait, [[power armor]], or a [[shield belt]]. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo.  
+
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]] and [[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]]. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo.
 +
 
 +
It can also exceptionally useful when used on [[centipede gunner]]s and [[centipede blaster|blasters]] - not only does it distract the mechanoids around it, it will continue to attack its compatriots until it or the others are dead. Depending on the composition of the mechanoid forces, this can result in anything from just the target centipede dying to the destruction of all but one mechanoid. As all mechanoids are immune to fire, [[centipede burner]]s are less effective choices as they cannot harm their ex-comrades. However, they still make a good distraction and, sometimes more importantly, the centipede itself will die in the process.  
  
It can also exceptionally useful when used on [[centipede]]s - not only does it distract the mechanoids around it, it will continue to attack its compatriots until it or the others are dead. Depending on the composition of the mechanoid forces, this can result in anything just the target dying to the destruction of all but one mechanoid. Centipedes armed a [[heavy charge blaster]] are preferred as they can damage other mechanoids - indeed one berserk blaster armed centipede can and will kill any number of [[Inferno cannon|inferno]]-armed centipedes as it cannot be damaged in return.
+
Insanity lances will not work on sleeping targets, even if the target is awoken by using the insanity lance. Therefore, dormant mechanoids must be woken up before targeting them with the lance.
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
* [[Version/1.2.2719|1.2.2719]] - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.  
+
* [[Version/1.2.2719|1.2.2719]] - Changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.
 +
* [[Version/1.4.3555|1.4.3555]] - Mechanoid commanders{{BiotechIcon}} now immune to psychic lances.
  
 
[[Category:Artifact]]
 
[[Category:Artifact]]
 
{{nav|utility|wide}}
 
{{nav|utility|wide}}
 
[[Category:Utility]]
 
[[Category:Utility]]

Latest revision as of 12:04, 27 October 2023

Psychic insanity lance

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
GearUtility
Tech Level
Archotech
Market Value
650 Silver
Mass
0.5 kg
HP
80
Flammability
100%

Apparel

Clothing For Nudity
False
Lifestage
Adult
Coverage
Waist
Layer
Belt
Technical
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardHighFreq
tradeTags
Artifact


A psychic insanity lance is a two-use artifact that can be equipped by pawns in the Utility slot and manually activated to cause a target to go berserk.

Acquisition[edit]

Psychic insanity lances cannot be crafted. Instead they must be purchased from Exotic Goods traders or faction bases.

Summary[edit]

When equipped, a psychic insanity lance is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is drafted, it can be manually activated by the player to target a pawn within 35 tiles and within line of sight. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources be salvaged from it.

After a 0.5s warm-up, the target will instantaneously go berserk - this berserk state is essentially identical to the mental break with the same minimum recovery time of 40,000 ticks (11.11 mins) and the same end condition of unconsciousness. The warmup time before firing is affected by the Aiming Time stat of the wearer. There is also a 30% chance that the target will be set alight and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the Difficulty settings.

Pawns with 0% psychic sensitivity, such as those with the psychically deaf trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three mechanoid commandersContent added by the Biotech DLC are also immune to psychic lances.

If used on a non-hostile faction's pawn, it will decrease goodwill with that faction by 200 points.

Like all utility items, a psychic insanity lance is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.

Analysis[edit]

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 and 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. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo.

It can also exceptionally useful when used on centipede gunners and blasters - not only does it distract the mechanoids around it, it will continue to attack its compatriots until it or the others are dead. Depending on the composition of the mechanoid forces, this can result in anything from just the target centipede dying to the destruction of all but one mechanoid. As all mechanoids are immune to fire, centipede burners are less effective choices as they cannot harm their ex-comrades. However, they still make a good distraction and, sometimes more importantly, the centipede itself will die in the process.

Insanity lances will not work on sleeping targets, even if the target is awoken by using the insanity lance. Therefore, dormant mechanoids must be woken up before targeting them with the lance.

Version history[edit]

  • 0.12.906 - Added
  • 1.2.2719 - Changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.
  • 1.4.3555 - Mechanoid commandersContent added by the Biotech DLC now immune to psychic lances.