Difference between revisions of "Sightstealer"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
{{Spoiler}}
{{rwbox
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{{Stub|reason=General}}
|nocat=true
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{{Infobox main|entity
|type=warning
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| name = Sightstealer
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
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| image = Sightstealer.png
{{Infobox main<!-- Add infobox category here -->
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| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.
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<!-- Base Stats -->
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| type = Entity
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| type2 = Basic
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| flammability = 0.7
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| hidden while undiscovered = true
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| tradeability = None
 +
<!-- Containment -->
 +
| minimum containment strength = 30
 +
| anomaly knowledge = 1.5
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| knowledge category = Basic
 +
| study interval = 120000
 +
| bioferrite density = 2
 +
| min monolith level for study = 1
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| requires holding platform = true
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| base escape interval MTB days = 60
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<!-- Pawn Stats -->
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| combatPower = 70
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| movespeed = 4.83
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| healthscale = 0.75
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| bodysize = 0.8
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| body = Human
 +
| diet = none
 +
| lifespan = 250
 +
| trainable = None
 +
| psychic sensitivity = 2
 +
| toxic resistance = 0.5
 +
| minimum comfortable temperature = -40
 +
| maximum comfortable temperature = 60
 +
| can become shambler = true
 +
| intelligence = ToolUser
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| needs rest = false
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| blood def = Filth_DarkBlood
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| bleed rate factor = 0.5
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| flesh type = EntityFlesh
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| is immune to infections = true
 +
| has genders = false
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| disable ignite verb = true
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| corpse hidden while undescovered = true
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| hediff giver sets = AnomalyEntity
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<!-- Production -->
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| leatheryield = 20
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| leathername = Dread leather
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| meatname = Twisted meat
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| meatyield = 70
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<!-- Melee Combat -->
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<!-- 1. Attack -->
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| attack1label = left claw
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| attack1labelNoLocation = claw
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| attack1dmg = 7.0
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| attack1type = Scratch
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| attack1part = LeftHand
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| attack1cool = 2
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| attack1alwaysTreatAsWeapon = true
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<!-- 2. Attack -->
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| attack2label = right claw
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| attack2labelNoLocation = claw
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| attack2dmg = 7.0
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| attack2type = Scratch
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| attack2part = RightHand
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| attack2cool = 2
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| attack2alwaysTreatAsWeapon = true
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<!-- 3. Attack -->
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| attack3label = head
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| attack3dmg = 3
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| attack3type = Blunt
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| attack3part = HeadAttackTool
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| attack3cool = 2
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| attack3chancefactor = 0.1
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| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true
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<!-- Technical -->
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| defName = Sightstealer
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| label = sightstealer
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}}
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The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.
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== Acquisition ==
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The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a [[disruptor flare]] forcing it out of this state. Once it's out of this state it can be engaged in standard combat.
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== Summary ==
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Relatively weak entities that feel [[pain]], [[bleeding|bleed]], and are susceptible to [[disease]]. Sightstealers will trigger [[proximity detector]]s when in range. However, the proximity detector will not reveal it. They can also walk through traps without triggering them. They will make a howling sound effect even when invisible, you can listen for this sound to detect them instead of using a proximity detector.
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Sightstealers also do not trigger traps regardless of their current visibility.
  
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
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=== Multi-wave raids ===
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At higher raid points, sightstealer raids can come in multiple waves. The first wave usually have a single sightstealer as a kind of warning. After being killed, a "Sightstealer howling" message will appear, indicating that more waves are to come; their arrival time ranges from a few hours to a few days. The next raid will include more sightstealers. After being defeated, the "Sightstealer howling" message may appear again, indicating even more raids to come.
  
| name = Sightstealer
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1-2 [[Shard]]s can be dropped from destroying the each wave.
}}
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=== Yield ===
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Contained Sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].
  
INTRO TEXT
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=== Containment ===
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The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic holding spot to contain it with minimal risk.
  
== Acquistion ==
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== Analysis ==
The sightstealer will randomly wonder onto the map in an invisible state. It will reveal itself when it either gets closed to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured.
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When encountered early, a single Sightstealer is unlikely to be a threat to even a group of brand new colonists. But when the "Sightstealer howling" message is triggered, it becomes dangerous for any colonist to go outside. Unlike manhunter events, sightstealers' raid give no warning for pawns to run inside, and their speed means that they can quickly surround any group of exposed pawns. In this case, it's best to lock your colonists in, install a [[proximity detector]] or turn up the game volume and listen for their howling sound. When you detect them, open a door and fight them like how you fight a manhunter event.
  
==Containment==
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A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.
The sightstealer is fairly weak, requiring only 30 containment strength. this means you can use a small steel box to contain it.
 
[[File:Get wrecked idiot|thumb|a sight stealer in a box worthy of its containment, notice the wooden wall and holding spot in place of a steel holding platform]]
 
  
== Summary ==
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Sightstealers are extremely vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers. If the colony contains a [[mechanitor]]{{BiotechIcon}}, [[scyther]]s, [[scorcher]]s, [[tesseron]]s, and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.
He's a silly lil fella who looks like a withered humanoid. very very weak.
 
  
== Analysis ==
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== Version history ==  
He think he baller
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* [[Anomaly DLC]] Release - Added.
  
CATEGORIES GO HERE
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{{Nav|entity|wide}}
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[[Category: Entities]]

Latest revision as of 19:04, 21 November 2024

Sightstealer

Sightstealer

Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.

Base Stats

Type
EntityBasic
Flammability
70%

Pawn Stats

Combat Power
70
Move Speed
4.83 c/s
Health Scale
75% HP
Body Size
0.8
Mass
48 kg
Filth Rate
1
Diet
none
Life Expectancy
250 years
Trainable Intelligence
None
Psychic Sensitivity
200%
Toxic Resistance
50%

Production

Meat Yield
70 Twisted meat Twisted meat
Leather Yield
20 Dread leather dread leather

Melee Combat

Attack 1
Left claw (Claw)
7.0 dmg (Scratch)
10 % AP
2 second cooldown
Attack 2
Right claw (Claw)
7.0 dmg (Scratch)
10 % AP
2 second cooldown
Attack 3
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.1 chance factor
Average DPS
1.76

Containment

Min Containment Strength
30
Knowledge Gain
1.5 Basic
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 1.6/day
Min Monolith Level For Study
1
Held on Platform
true
Escape Interval
MTB 60 days
Technical
defName
Sightstealer


The sightstealer is an entity added by the Anomaly DLC. It is likely to be one of the first anomalous entities a colony will encounter.

Acquisition[edit]

The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a disruptor flare forcing it out of this state. Once it's out of this state it can be engaged in standard combat.

Summary[edit]

Relatively weak entities that feel pain, bleed, and are susceptible to disease. Sightstealers will trigger proximity detectors when in range. However, the proximity detector will not reveal it. They can also walk through traps without triggering them. They will make a howling sound effect even when invisible, you can listen for this sound to detect them instead of using a proximity detector.

Sightstealers also do not trigger traps regardless of their current visibility.

Multi-wave raids[edit]

At higher raid points, sightstealer raids can come in multiple waves. The first wave usually have a single sightstealer as a kind of warning. After being killed, a "Sightstealer howling" message will appear, indicating that more waves are to come; their arrival time ranges from a few hours to a few days. The next raid will include more sightstealers. After being defeated, the "Sightstealer howling" message may appear again, indicating even more raids to come.

1-2 Shards can be dropped from destroying the each wave.

Yield[edit]

Contained Sightstealers yield 1.6 bioferrite per day when attached to a Bioferrite harvester.

Containment[edit]

The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with minimal risk.

Analysis[edit]

When encountered early, a single Sightstealer is unlikely to be a threat to even a group of brand new colonists. But when the "Sightstealer howling" message is triggered, it becomes dangerous for any colonist to go outside. Unlike manhunter events, sightstealers' raid give no warning for pawns to run inside, and their speed means that they can quickly surround any group of exposed pawns. In this case, it's best to lock your colonists in, install a proximity detector or turn up the game volume and listen for their howling sound. When you detect them, open a door and fight them like how you fight a manhunter event.

A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research. Their weakness and stealth give them practically no defensive application.

Sightstealers are extremely vulnerable to fire. A pawn armed with an incendiary launcher, molotov cocktails, or incinerator can easily cripple even a pack of sightstealers. If the colony contains a mechanitorContent added by the Biotech DLC, scythers, scorchers, tesserons, and centipede burners are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.

Version history[edit]