Difference between revisions of "Sightstealer"
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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. | 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. | ||
− | == | + | == Occurrence == |
Sightstealers appear in the [[sightstealer arrival]] event. After being downed, they can be captured for other uses. | Sightstealers appear in the [[sightstealer arrival]] event. After being downed, they can be captured for other uses. | ||
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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. | 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. | ||
− | Sightstealers also do not trigger traps regardless of their current visibility | + | Invisible sightstealers are revealed when they take damage, or get hit by firefoam or EMP explosion. Sightstealers also do not trigger traps regardless of their current visibility. |
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=== Yield === | === Yield === | ||
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== Analysis == | == Analysis == | ||
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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. | 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. | ||
Latest revision as of 07:24, 29 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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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
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
- Leather Yield
- 20 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
- 2.17
Containment
- Min Containment Strength
- 30
- Knowledge Gain
- 1.5 Basic
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- Held on Platform
- true
- Escape Interval
- MTB 60 days
- 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.
Occurrence[edit]
Sightstealers appear in the sightstealer arrival event. After being downed, they can be captured for other uses.
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.
Invisible sightstealers are revealed when they take damage, or get hit by firefoam or EMP explosion. Sightstealers also do not trigger traps regardless of their current visibility.
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]
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 mechanitor, 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]
- Anomaly DLC Release - Added.