Difference between revisions of "Power claw"

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{{Rewrite|reason=cleanup}}{{infobox main|
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{{Infobox main
 
| name = Power claw
 
| name = Power claw
| image = Health item prosthetic.png|Power claw
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| image = Health item prosthetic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
Line 12: Line 12:
 
| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 33
 
| meleeattack1ap = 33
| MeleeWeaponAverageDPS = 11
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| body part = Hand
| MeleeWeaponAverageAP = 33
 
 
| mode = Melee
 
| mode = Melee
 
| production facility 1 = Machining table
 
| production facility 1 = Machining table
Line 31: Line 30:
 
| techHediffsTags = Advanced, AdvancedWeapon
 
| techHediffsTags = Advanced, AdvancedWeapon
 
| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
}}{{Info|'''Power claws''' are [[Artificial body part|artificial hand replacements]] that also function as moderately powerful melee [[weapons]] at the expense of slowing a pawn's [[moving]].}}
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}}
 +
{{Info|'''Power claws''' are [[Artificial body part|artificial hand replacements]] that also function as moderately powerful melee [[weapons]] at the expense of slowing a pawn's [[moving]].}}
  
 
== Acquisition ==
 
== Acquisition ==
 
In the core game, the power claws cannot be crafted. Instead they can only be obtained via [[trade]], given as a [[quest]] reward, found in quest item stashes. or found in [[ancient shrine]]s.
 
In the core game, the power claws cannot be crafted. Instead they can only be obtained via [[trade]], given as a [[quest]] reward, found in quest item stashes. or found in [[ancient shrine]]s.
  
With the [[Royalty DLC]], power claws can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Note that this research requires a [[techprint]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
With the [[Royalty DLC]], {{Acquisition}}
  
 
== Summary ==
 
== Summary ==
The power claw replaces the left '''or''' right hand of the pawn it is installed on. It has a part efficiency of 100% and replaces the natural 8.2 [[Damage Types#Blunt|Blunt]] damage "Fist" attack of the replaced hand with a {{P|Attack 1 Damage}} damage [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]] attack. It also reduces the [[Moving]] capacity by 8%, in turn reducing the following stats: {{#ask: [[Moving Importance::+]]}}. It otherwise functions as a normal hand, offering the full [[Manipulation]] capability of a healthy human hand.
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=== Body part ===
 +
Power claws replace the user's organic hand, including the fingers. They are universal and can be installed on either the left or right. The power claw has a part efficiency of 100%. This fully replaces the functionality of a normal hand but provides no enhancement - when coupled with the hand body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of up to 50% when replacing a missing or totally inoperable hand. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]]
  
When social fighting, colonists will not use the power claw to attack their opponent.
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=== Other effects ===
 +
Each power claw inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a reduction in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per hand replaced.
 +
 
 +
=== Combat ===
 +
A power claw replaces the natural "Fist" attack of the replaced hand with a significantly more powerful [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]] attack. When social fighting, colonists will not use the power claw to attack their opponent.
 +
<div><li style="display: inline-table;">
 +
{| {{STDT|sortable c_06 text-center}}
 +
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type
 +
|-
 +
! {{Icon Small|Heart|32}}
 +
! style='text-align: left !important;'| Human Fist
 +
| {{Q|Human|Attack 1 Damage}}
 +
| {{Q|Human|Attack 1 DPS}}
 +
| {{Q|Human|Attack 1 AP}}%
 +
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 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>
  
 
=== Installation ===
 
=== Installation ===
 
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.
 
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.
  
Installing the part requires {{ticks|2500}} of work, 2x medicine of ??{{Check Tag|What Quality?|Herbal, Industrial, Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of 4.
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Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.
  
Removing the part requires {{ticks|2500}} of work, 1x medicine of ??{{Check Tag|What Quality?|Herbal, Industrial, Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of ?.
+
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
+
If the operation fails, the part will be destroyed, like other prosthetics.
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=General analysis, current analysis waffles on. Also melee dodge chance reduction is equivalent to losing ~1.5 levels of melee skill}}
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In terms of {{DPS}}, the power claw is the strongest [[body part weapon]] in the game, and the only dedicated example available without the [[Royalty DLC]].  Overall, the power claw offers a way for ranged pawns to defend themselves in melee, at the cost of their Moving. It can also be used as a dedicated melee weapon during the early game.
The power claw has the highest damage, AP, and DPS of all [[artificial body parts]], and is as a moderately powerful melee weapon in its own right - attacking 25% faster than a [[Quality|normal]] [[steel]] [[longsword]], but with
+
 
otherwise equivalent stats, and producing a DPS competitive with a normal [[plasteel]] longsword. Additionally, like all body part weapons, a pawn can be equipped with both a power claw and a ranged weapon. However, there are a variety of ramifications from its use that limit its utility, depending on what it is compared to.  
+
A power claw, on its own, is competitive with a normal quality [[plasteel]] [[longsword]], though with a Moving penalty. They can also be obtained very early in the game, even before [[Research#Smithing|Smithing]], through [[trade]] or [[quest]]s. This makes the claw a powerful melee weapon in the early game, both strong and cheap. But as power claws are not impacted by quality, they will fall behind dedicated melee weapons which do more DPS and don't decrease Moving or Melee Dodge Chance. Regular weapons are also not incompatible with [[bionic arm|bionic]] and [[archotech arm]]s, both of which ''increase'' [[Melee Hit Chance]] instead. Finally, note that power claws require [[surgery]], which is risky without a good doctor and a clean hospital.
 +
 
 +
If a pawn is already holding a stronger melee weapon, adding a power claw would offer a marginal benefit. Because of the [[melee verb selection]] mechanic, pawns will use their "Best" attacks 75% of the time, and "Mid" attacks the rest of the time. The power claw falls into the "Mid" category alongside fist and/or handle attacks even when wielded with relatively accessible melee weapons such as Normal quality plasteel longswords or Good quality uranium maces. The end result in a {{DPS}} improvement of only {{+|{{%|11.312/10.714-1 round 3}}}} and {{+|{{%|11.05/10.52-1 round 3}}}} respectively, and the relative improvement only shrinks with higher qualities. And this still comes at the cost of Moving and Melee Dodge Chance.
 +
 
 +
The melee verb system also means that installing 2 claws is essentially never beneficial. If it is the "Best" category, it either won't improve DPS or it will improve DPS ''more'' to drop the equipped weapons. If its in "Mid", the actual effect on DPS of further diluting the handle attacks is tiny.  
  
Note, that no matter what role the power claw is placed into, there is little reason to install more than one.
+
One of the key advantages of body part weapons is that they can be "wielded" with a ranged weapon, allowing a gunner to also be effective in melee. [[Shooting Accuracy]] also doesn't benefit from bionic arms, and Moving is less important to ranged fighters, reducing the tradeoffs associated with the power claw.  
  
===Melee weapons===
+
----
Compared to actual melee weapon, a power claw acquired through trade or quest reward shines in the early game before [[Research#Smithing|Smithing]] and/or [[Research#Long blade|Long blades]] have been researched, or before high quality crafters and materials like [[uranium]] and plasteel become common. However, this lifespan is limited by the claw's lack of [[Quality]] multipliers. Crafted melee weapons of the right material quickly begin to outshine the power claw's attack in the midgame. More importantly, unlike the claw, those weapons can be used with [[bionic arm|bionic]] and [[archotech arm]]s which increase [[Manipulation]] and [[Melee Hit Chance]] and don't decrease [[Moving]] and [[Melee Dodge Chance]]. Thus, a melee pawn armed with only an equivalent melee weapon can still be superior to one armed with a power claw.  
+
=== Compared to other artificial body parts ===
 +
In the [[Royalty DLC]], there are many other options for a "sidearm" artificial body parts. The main differences between the various options are: {{DPS}}, {{AP}}, and which part it attaches to. In addition, the power claw is the only body part weapon that reduces [[Moving]], which has an impact on melee combat.
  
===Body part weapons===
+
* [[Hand talon]]s{{RoyaltyIcon}} provide very similar DPS, but at {{--|17%}} AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.
{{Stub|section=1|reason= Comparison to the combat and non-combat uses of the bionic and archotech arms}}
+
* [[Elbow blade]]s{{RoyaltyIcon}} attach to the organic arm, and is not incompatible with the [[field hand]].{{RoyaltyIcon}} They are weaker than the hand talon but offer slightly more {{AP}}.
Compared to other body part weapons, there are different considerations. All such weapons fall into the same issue of being replaced by high quality, good material melee weapons. Instead, they typically act as sidearms for ranged fighters so that they don't have to rely on their using their ranged weapon's mediocre melee attacks should they or the enemy close. In this role, the power claw is a serious contender as the most powerful of any such weapon. Only the [[hand talon]]{{RoyaltyIcon}} provides comparable DPS, but does so with less than half the AP. The power claw remains incompatible with other hand and arm bionics however, and depending on the non-combat role of the pawn, other options  may offer a way to increase both the melee potential and work output of pawns that the power claw does not. For example, the [[knee spike]]{{RoyaltyIcon}} is compatible with all hand and arm, but not leg, bionics, and the [[elbow blade]]{{RoyaltyIcon}} which is compatible with hand and leg, but not arm, bionics. And in return, they lose approximately 20% of their DPS compared to the power claw. For example, a ranged-fighting planter will perform significantly better with two [[field hand]]s and [[bionic leg]]s and is fully compatible with the elbow blade, but not the power claw. The loss of DPS in the rare instances that they close is likely acceptable.  
+
* [[Knee spike]]s{{RoyaltyIcon}} attach to the organic leg. They are weaker than the hand talon but offer slightly more {{AP}}.
 +
* [[Venom fangs]]{{RoyaltyIcon}} attach to the jaws, which no other body part weapon does. They are one of the weaker options, but do not impede the arm or leg. They also cause [[toxic buildup]].  
 +
As the power claw incurs a Melee Dodge Chance penalty, other body part weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern. Many ranged pawns will rarely need to melee, and the Moving penalty impedes [[kiting]]. So if a hand talon is ''sufficient'' to distract (and eventually defeat) a melee enemy, then there's no need to install a power claw that penalizes you.
  
The moving penalty offered by the power claw also negatively affects some comparisons as well. While likely not relevant on a researcher who sits all day, planter or hauler who spends a significant proportion of their time walking to their tasks will be have their work rate significantly reduced.
+
[[Bionic arm]]s and [[archotech arm]]s offer a "fist" attack, which are much weaker to the power claw. However, each bionic arm increases [[Melee Hit Chance]] by {{+|{{#expr: {{Q|Melee Hit Chance|Manipulation Importance}}*0.08}}}} Melee levels, and an archotech arm offers double the benefit. Both bionics also offer an increase in [[Manipulation]] and no decrease in Moving, which helps with general work tasks.  
  
===Slaves===
+
Unlike hand talons, but like bionic/archotech arms, power claws replace the entire hand. This can be used to replace a missing hand. Compared to the [[wooden hand]], the power claw gives {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]]. If you later install a [[bionic arm]] (or other hand/full arm replacement), then the power claw will be retrieved safely, so long as the surgery succeeds.
{{Ideology|No category}}
 
Slaves represent a unique use case for body part weapons. As melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicate melee weapons is also less relevant.
 
  
===Prosthesis===
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=== Slaves ===
Finally there is the use as a prosthesis. Despite primarily being a weapon, the power claw does fully replace the functionality of a damaged or missing hand. If a power claw is available, but a bionic or archotech arm is not, or are otherwise contraindicated, such as on a pawn that will eventually host a currently unavailable [[field hand]]{{RoyaltyIcon}}, they are a useful and low cost way to regain full capability. The penalty to [[moving]] must be considered however.
+
[[Slave]]s{{IdeologyIcon}} represent a unique use case for body part weapons. As proper melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicated melee weapons is also less relevant.
  
 
== Version history ==
 
== Version history ==
Line 79: Line 109:
 
* B19 - Body part efficiency increased from 92% -> 100%.
 
* B19 - Body part efficiency increased from 92% -> 100%.
 
* [[Royalty DLC]] Release - Crafting Recipe added.
 
* [[Royalty DLC]] Release - Crafting Recipe added.
* [[Version/1.1.2587|1.1.2587]] - DPS was buffed but it also slowed movement.
+
* [[Version/1.1.2587|1.1.2587]] - DPS was buffed but it now slows movement.
  
{{nav|body parts|wide}}
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{{Nav|body parts|wide}}
 +
{{Nav|weapon|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 
[[Kind::Weapons| ]]
 
[[Kind::Weapons| ]]

Latest revision as of 00:14, 16 November 2024

Power claw

Power claw

A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Weapon Class
Spacer
Market Value
385 Silver
Mass
4 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Claw
22 dmg (Scratch)
33% AP
2 seconds cooldown
Body Part
Hand

Creation

Crafted At
Machining table
Required Research
Specialized limbsTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 8
Technical
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced, AdvancedWeapon
tradeTags
TechHediff


Power claws are artificial hand replacements that also function as moderately powerful melee weapons at the expense of slowing a pawn's moving.

Acquisition[edit]

In the core game, the power claws cannot be crafted. Instead they can only be obtained via trade, given as a quest reward, found in quest item stashes. or found in ancient shrines.

With the Royalty DLC, Power claws can be crafted at a machining table once the specialized limbs research project has been completed. Note that this research requires a techprint. Each requires Steel 40 Steel, Component 8 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

Summary[edit]

Body part[edit]

Power claws replace the user's organic hand, including the fingers. They are universal and can be installed on either the left or right. The power claw has a part efficiency of 100%. This fully replaces the functionality of a normal hand but provides no enhancement - when coupled with the hand body part having a Manipulation importance of 50%, it results in an increase in manipulation of up to 50% when replacing a missing or totally inoperable hand. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation

Other effects[edit]

Each power claw inflicts a −8% Moving penalty. Moving, in turn, affects the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and a reduction in melee dodge chance equivalent to losing −1.44 levels of Melee skill per hand replaced.

Combat[edit]

A power claw replaces the natural "Fist" attack of the replaced hand with a significantly more powerful Scratch attack. When social fighting, colonists will not use the power claw to attack their opponent.

  • Name Damage DPS AP Damage Type
    Heart Human Fist 8.2 4.1 12% Blunt
    Power claw Power claw 22 33% Scratch
  • Installation[edit]

    A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the bionic arm, and will cause the removal of any parts installed into the hand, such as the hand talon Content added by the Royalty DLC. It also will replace or be replaced by any other part that replaces the hand, such as the field hand Content added by the Royalty DLC. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.

    Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 4.

    Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

    If the operation fails, the part will be destroyed, like other prosthetics.

    Analysis[edit]

    In terms of DPS, the power claw is the strongest body part weapon in the game, and the only dedicated example available without the Royalty DLC. Overall, the power claw offers a way for ranged pawns to defend themselves in melee, at the cost of their Moving. It can also be used as a dedicated melee weapon during the early game.

    A power claw, on its own, is competitive with a normal quality plasteel longsword, though with a Moving penalty. They can also be obtained very early in the game, even before Smithing, through trade or quests. This makes the claw a powerful melee weapon in the early game, both strong and cheap. But as power claws are not impacted by quality, they will fall behind dedicated melee weapons which do more DPS and don't decrease Moving or Melee Dodge Chance. Regular weapons are also not incompatible with bionic and archotech arms, both of which increase Melee Hit Chance instead. Finally, note that power claws require surgery, which is risky without a good doctor and a clean hospital.

    If a pawn is already holding a stronger melee weapon, adding a power claw would offer a marginal benefit. Because of the melee verb selection mechanic, pawns will use their "Best" attacks 75% of the time, and "Mid" attacks the rest of the time. The power claw falls into the "Mid" category alongside fist and/or handle attacks even when wielded with relatively accessible melee weapons such as Normal quality plasteel longswords or Good quality uranium maces. The end result in a DPS improvement of only +5.6% and +5% respectively, and the relative improvement only shrinks with higher qualities. And this still comes at the cost of Moving and Melee Dodge Chance.

    The melee verb system also means that installing 2 claws is essentially never beneficial. If it is the "Best" category, it either won't improve DPS or it will improve DPS more to drop the equipped weapons. If its in "Mid", the actual effect on DPS of further diluting the handle attacks is tiny.

    One of the key advantages of body part weapons is that they can be "wielded" with a ranged weapon, allowing a gunner to also be effective in melee. Shooting Accuracy also doesn't benefit from bionic arms, and Moving is less important to ranged fighters, reducing the tradeoffs associated with the power claw.


    Compared to other artificial body parts[edit]

    In the Royalty DLC, there are many other options for a "sidearm" artificial body parts. The main differences between the various options are: DPS, AP, and which part it attaches to. In addition, the power claw is the only body part weapon that reduces Moving, which has an impact on melee combat.

    • Hand talonsContent added by the Royalty DLC provide very similar DPS, but at −17% AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.
    • Elbow bladesContent added by the Royalty DLC attach to the organic arm, and is not incompatible with the field hand.Content added by the Royalty DLC They are weaker than the hand talon but offer slightly more AP.
    • Knee spikesContent added by the Royalty DLC attach to the organic leg. They are weaker than the hand talon but offer slightly more AP.
    • Venom fangsContent added by the Royalty DLC attach to the jaws, which no other body part weapon does. They are one of the weaker options, but do not impede the arm or leg. They also cause toxic buildup.

    As the power claw incurs a Melee Dodge Chance penalty, other body part weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern. Many ranged pawns will rarely need to melee, and the Moving penalty impedes kiting. So if a hand talon is sufficient to distract (and eventually defeat) a melee enemy, then there's no need to install a power claw that penalizes you.

    Bionic arms and archotech arms offer a "fist" attack, which are much weaker to the power claw. However, each bionic arm increases Melee Hit Chance by +0.96 Melee levels, and an archotech arm offers double the benefit. Both bionics also offer an increase in Manipulation and no decrease in Moving, which helps with general work tasks.

    Unlike hand talons, but like bionic/archotech arms, power claws replace the entire hand. This can be used to replace a missing hand. Compared to the wooden hand, the power claw gives +10% Manipulation for −8% Moving. If you later install a bionic arm (or other hand/full arm replacement), then the power claw will be retrieved safely, so long as the surgery succeeds.

    Slaves[edit]

    SlavesContent added by the Ideology DLC represent a unique use case for body part weapons. As proper melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicated melee weapons is also less relevant.

    Version history[edit]

    • 0.7.581 - Added
    • B19 - Body part efficiency increased from 92% -> 100%.
    • Royalty DLC Release - Crafting Recipe added.
    • 1.1.2587 - DPS was buffed but it now slows movement.