Difference between revisions of "Devourer"
(One intermediate revision by the same user not shown) | |||
Line 114: | Line 114: | ||
| {{Damage Comparison Chart/Melee| sharpArmor1={{P|Armor - Sharp}} | bluntArmor1={{P|Armor - Blunt}} }} | | {{Damage Comparison Chart/Melee| sharpArmor1={{P|Armor - Sharp}} | bluntArmor1={{P|Armor - Blunt}} }} | ||
|} | |} | ||
+ | |||
+ | ===Study points comparison=== | ||
+ | {{Graph:Chart | ||
+ | |width=400 | ||
+ | |height=150 | ||
+ | |title=Advanced study points of entities at different containment levels | ||
+ | |type=line | ||
+ | |colors = {{{color|purple, gray, black, red, blue}}} | ||
+ | |xAxisTitle=Containment strength | ||
+ | |xAxisMin = 50 | ||
+ | |xAxisMax = 150 | ||
+ | |yAxisTitle= Study points | ||
+ | |yAxisMin=0 | ||
+ | |yAxisMax=4.5 | ||
+ | |xGrid= | ||
+ | |yGrid= | ||
+ | |legend= | ||
+ | |x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150 | ||
+ | |y1={{Entity Research Points/Data points|Devourer}} | ||
+ | |y1Title=Devourer | ||
+ | |y2={{Entity Research Points/Data points|Metalhorror}} | ||
+ | |y2Title=Metalhorror | ||
+ | |y3={{Entity Research Points/Data points|Revenant}} | ||
+ | |y3Title=Revenant | ||
+ | |y4={{Entity Research Points/Data points|Chimera}} | ||
+ | |y4Title=Chimera | ||
+ | |y5={{Entity Research Points/Data points|Noctol}} | ||
+ | |y5Title=Noctol | ||
+ | }} | ||
== Analysis == | == Analysis == |
Latest revision as of 05:44, 21 December 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. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
Devourer
A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.
Base Stats
Armor
- Armor - Sharp
- 50%
- Armor - Blunt
- 30%
- Armor - Heat
- 20%
Pawn Stats
- Combat Power
- 250
- Move Speed
- 3.5 c/s
- Health Scale
- 720% HP
- Body Size
- 4
- Mass
- 240 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 200 years
- Trainable Intelligence
- None
- Psychic Sensitivity
- 200%
- Toxic Resistance
- 50%
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
- 70 Twisted meat
- Leather Yield
- 20 dread leather
Melee Combat
- Attack 1
- Left fin (Fin)
8 dmg (Blunt)
12 % AP
2 second cooldown - Attack 2
- Right fin (Fin)
8 dmg (Blunt)
12 % AP
2 second cooldown - Attack 3
- Teeth
15 dmg (Blunt)
0.2% AP
2.5 second cooldown - Average DPS
- 3.4596
Containment
- Min Containment Strength
- 90
- Knowledge Gain
- 2 Advanced
- 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
- Devourer
Devourers are an entity added in the Anomaly DLC.
Occurrence[edit]
Devourers occasionally raid the colony as part of the Devourer attack event (which only requires a level 1 Monolith to generate), and can also be part of the final raids of the anomaly ending. Devourer attacks can also emerge from water.
Summary[edit]
This section is suggested to be rewritten. Reason: Separate swallowing/digestion summary subsection from combat summary. You can help the RimWorld Wiki by improving it. |
Combat[edit]
Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will choose a target within range 9.9, lunge at it, and instantly swallow it whole. It is possible to avoid being swallowed by using a Jump pack, Longjump legs, or similar ability during the devourer's lunge attack. The devourer will then prioritize a different target upon landing. A devourer cannot swallow any pawn with a body size greater than 2.5. Once the devourer has swallowed its target, it will not move so long as it is digesting, making it vulnerable to retaliation. The swallowed pawn will be digested over time at a rate related to their body size, receiving acid burns. The rate at which a creature is digested is linearly interpolated between three different points - 10 seconds to digest a pawn with a body size of 0.2, 30 seconds for a pawn with a body size of 1, and 43 seconds for a pawn with a body size of 2.15. The devourer is capable of swallowing and digesting mechanoids.
If a devourer catches fire, is affected by Vertigo pulse, is downed, or is killed, it will immediately regurgitate whatever it is swallowing. The devourer's swallowing attack has a cooldown of 1.44 hours.
The devourer consume leap attack cannot be used while the devourer is standing on a barricade, sandbag, column, tree, chunk or similar object.
Devourers have a psychic sensitivity of 200% and a bleed rate factor of 50%. They are immune to infections.
Devourers are quite destructive, and will smash up player-owned buildings, walls, or doors, if they cannot find any pawns to attack.
Yield[edit]
The devourer yields 4 bioferrite and 800W per day. Minimum containment strength of 90 - it requires a holding platform. They have a base escape MTB of 60 days.
They can be studied for 2 Advanced dark study every 120,000 ticks (2 in-game days)
Effect of its armor |
---|
Study points comparison[edit]
Analysis[edit]
Combat[edit]
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.
If you have a stone door as the gate of your base, you can safely kill off any number of devourers by baiting them in one by one. Put a pawn that can take damage at the door as bait, and other pawns away from it. When a devourer is nearly in range, move the bait inside so that the door closes behind them. Because stone doors are slow, 1-2 devourers will still jump through before it closes. They will be isolated because other devourers will be blocked by the door. After killing them, you can repeat to kill the remaining ones. Remember to make sure the door never get blocked from closing, always move the bait inside before the devourer jump, and occasionally repair the damage to the door.
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes kiting viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.
If you have a mechanitor in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters. Scorchers can be highly effective in forcing devourers to regurgitate swallowed pawns or mechs. The high rate of fire of scorchers, as well as their low resource and bandwidth cost, make them cost-efficient counters to the devourer's most dangerous attack. Similarly, pawns armed with hellcat rifles or incinerators can be used on devourers that are actively digesting. Tesserons can also be effective at lighting devourers on fire, and have considerably longer range than scorchers. Additionally, the devourer is incapable of swallowing the larger mechs. For example, if you use a Diabolus or a War Queen to tank, you can force the devourer to stay in melee combat while other mechanoids or colonists shoot at it. Some medium sized mechs, such as the Pikeman or Scyther, can be swallowed and go through a full digestion cycle without dying, allowing them to be swallowed a second time. If they do go through that cycle and survive, they still take significant damage and are likely to lose a body part.
Similarly, devourers can be countered with attack animals. Spammable animals like dogs are numerous and expendable enough to be used as a distraction, similar to labor mechanoids. Larger animals like elephants work even better; they're too big to be swallowed and are too sturdy for devourers to kill with their feeble melee attacks.
It is also recommended to have at least one colonist behind the main lines with a weapon capable of lighting fires, like an Incinerator or Molotov cocktails, to force devourers to regurgitate colonists if any are at risk of being digested before your fighters can down it. Plasmaswords are an ideal choice for any melee pawns, and colonists with the Fire spew gene will be able to force multiple devourers to regurgitate at once. With Royalty installed, pawns using Vertigo pulse force all affected devourers to release swallowed colonists. Invisible pawns will not be targeted and are especially effective when armed with fire weaponry.
Containment[edit]
Due to their very high health and body size, devourers are very likely to be downed via pain, rather than outright dying to a destroyed body part, and are less likely to bleed out before you can tend to them. This may make them significantly easier to capture than other entities. They also have the highest power yield of all entities and provide advanced research.
Their high containment strength requirement means that security door and holding platforms are needed to contain them for long periods of time. Their swallow ability makes them dangerous in case of escape, especially when many Devourers are in the same room. But their tox gas vulnerability means that an IED tox trap is enough to down a 9x9 room full of devourers. For this, devourers are good entities to capture once the IED tox trap is available.
Trivia[edit]
Similar to mech raids, devourers may spawn from ocean and river tiles even if a raid normally would not be able to spawn due to deep ocean water. This can be a nasty surprise for players who prioritized defenses against normal raids coming in from the map edge. [verify].
Gallery[edit]
Normal[edit]
Digesting[edit]
Dessicated[edit]
Version history[edit]
- Anomaly DLC Release - Added.
Triva[edit]
The Devourer is most likely inspired by Saccopharyngiforms, or more specifically the gulper eel. Just like the devourer, the gulper eel lunges at prey to swallow it whole.