Difference between revisions of "Apocriton"

From RimWorld Wiki
Jump to navigation Jump to search
(Resolved most check tags)
Line 31: Line 31:
  
 
===As an enemy===
 
===As an enemy===
{{Stub|section=1|reason=''Lots'' of Check Tags. Also EMP stun thing? Also resurrect effects: What happens to damage - is it all restored, inc missing body parts, or minimum to live? skipResistant in def? AOE and canUseAoeToGetTargets in def? Can a given mech be resurrected over and over? Can an Apocriton res another apocriton?}}
+
{{Stub|section=1|reason=''Lots'' of Check Tags. Also EMP stun thing? skipResistant in def? AOE and canUseAoeToGetTargets in def?}}
 
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.
 
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.
  
 
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.
 
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.
  
Apocritons can resurrect any{{Check Tag|Colony mechs?|Will an apocriton resurrect a dead colony-gestated mech and turn it against the colony?}} mechanoid within a 9.9 tile radius that has been dead for less than {{ticks|3600}}. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls. There is a short ? warmup before the mech arises.{{Check Tag|Detail|Defs say 4. 4 ticks or 4 seconds?}} There is a {{ticks|480}} cooldown after each resurrection before the ability can be used again. An apocriton start with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge.{{Check Tag|Super heavy?|Can super heavy class mechs be resurrected? If so how many charges do they use?}}
+
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius that has been dead for less than {{ticks|3600}}, even if it was resurrected before. The effects of resurrection are the same as a [[mech gestator]]. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls. There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|480}} cooldown after each resurrection before the ability can be used again. An apocriton starts with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected.
  
 
It is also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius and within [[line of sight]]. Therefore, it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}} Apocritons will jump when confronted by a melee enemy.
 
It is also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius and within [[line of sight]]. Therefore, it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}} Apocritons will jump when confronted by a melee enemy.
  
The negative thoughts{{Check Tag|Detail|Affects who? Every human pawn?}} inflicted by the apocriton covers the whole map, and is scaled by [[psychic sensitivity]] like a [[psychic soothe]] and [[psychic drone]]. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and if the distance is greater than 12, the pawn receives a {{--|4}} mood debuff.
+
The negative thought inflicted by the apocriton covers the whole map, and is scaled by [[psychic sensitivity]] like a [[psychic soothe]] and [[psychic drone]]. It affects all humanlike pawns on the map, regardless of faction or xenotype. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and if the distance is greater than 12, the pawn receives a {{--|4}} mood debuff.
  
 
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]].  
 
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]].  

Revision as of 18:01, 7 January 2023

Apocriton

Apocriton

A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.
While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.

Base Stats

Type
Mechanoid
Market Value
1600 Silver
Flammability
0%

Armor

Armor - Sharp
75%
Armor - Blunt
40%
Armor - Heat
200%

Pawn Stats

Move Speed
3.2 c/s
Health Scale
520% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
9 dmg (Blunt)
13 % AP
2.6 second cooldown
Average DPS
2.15
Technical
weaponTags
MechanoidGunToxicNeedle


Am apocriton is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, every apocriton is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs). It has 80% EMP resistance, so EMP attacks stun it for 80% less time.

Along with termites, apocritons are the only mechanoids that can't be gestated by your colony.

As an enemy

You can summon a hostile Apocriton with a mechanitor and a mechband dish, destroying the dish in the process. Therefore, summoning one requires the High Mechtech research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.

The apocriton carries a long-range toxic needle gun and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.

Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius that has been dead for less than 3,600 ticks (1 min), even if it was resurrected before. The effects of resurrection are the same as a mech gestator. This ability does not require line of sight, meaning it can resurrect mechs behind walls. There is a short 240 ticks (4 secs) warmup before the mech arises. There is a 480 ticks (8 secs) cooldown after each resurrection before the ability can be used again. An apocriton starts with 30 "charges" to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected.

It is also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius and within line of sight. Therefore, it can jump over rock chunks and fences, but not walls. There is a short 30 ticks (0.5 secs) warm-up before jumping. It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a 480 ticks (8 secs) cooldown after each jump.[Verify] Apocritons will jump when confronted by a melee enemy.

The negative thought inflicted by the apocriton covers the whole map, and is scaled by psychic sensitivity like a psychic soothe and psychic drone. It affects all humanlike pawns on the map, regardless of faction or xenotype. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a −16 mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a −10 mood debuff, and if the distance is greater than 12, the pawn receives a −4 mood debuff.

Defeating a hostile apocriton will drop a nano structuring chip. This can be used to research Ultra Mechtech and Wastepack Atomizer.

Summoning:

  1. 1x Apocriton with heavy shield unit, 6x militor, 5x scyther
  2. 1x Apocriton with heavy shield unit, 6x militor, 4x scyther, 4x tesseron
  3. 1x Apocriton with heavy shield unit, 10x militor, 6x scyther, 1x diabolus
  4. 1x Apocriton with heavy shield unit, 10x militor, 2x tunneler, 2x diabolus
  5. 1x Apocriton with heavy shield unit, 10x militor, 1x tunneler, 2x centipede (blaster), 2x diabolus, 1x centurion
  6. 1x Apocriton with heavy shield unit, 10x militor, 5x scyther, 2x centipede (blaster), 3x diabolus, 1x centurion
  7. 1x Apocriton with heavy shield unit, 12x militor, 10x lancer, 5x tunneler, 4x centipede (blaster), 1x war queen
  8. 1x Apocriton with heavy shield unit, 15x militor, 10x scyther, 8x centipede (blaster), 2x diabolus, 1x war queen

Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map.[Archonexus?] If the apocriton is summoned once on one map, summoning another on a second map will bring the second wave.

Analysis

? The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.

Much smaller and less durable than the other mechanoid boss units.

This is it! The final Biotech boss fight! If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble. The first Apocriton summon spawns with several scythers and militors. and has the ability to revive them. However, all of these units have tiny attack range! You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities for 30 times. Its 400% heavy shield unit can be hard to break using ranged attacks, and it is harder to kill it using melee since it can disengage from melee combat using its leap ability. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the militors so the apocriton wastes its ability.

Health

Specify body type when known.


Body part Health
Head 130
Skull 130
Brain 52
Nose 52
Neck 130
Jaw 104
Eye [1]
(left, right)
52
Ear
(left, right)
52
Body 208
Kidney[2]
(left, right)
78
Lung[2]
(left, right)
78
Liver[2] 104
Heart[2] 78
Spine[2] 130
Stomach[2] 104
Limbs
(left, right, fore, hind)
156
Appendage
(left, right, fore, hind)
104
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Trivia

  • Although the apocriton cannot be gestated, the game's files do contain "clean" variants of its textures, as well as faction color overlays.

Gallery

Version history

  • Biotech DLC Release - Added.
  • 1.4.3531 - EMP resistance increased from 40% to 80%
  • 1.4.3555 - Significant combat overhaul. Toxic needle gun damage increased from 15 to 25. Sharp armor 40% -> 75%, Blunt armor 20% -> 40%. Health 3.3 -> 5.2. Apocritons can now cast resurrect without line of sight. Became immune to psychic lances. Fix: Apocriton appears in mech clusters.