Difference between revisions of "Scyther blade"

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Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393)
 
Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393)
  
A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an arm which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the arm's efficiency to 20%. A colonist with one normal arm and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.
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A scyther blade can only be installed on a natural hand and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an hand which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the hand's efficiency to 20%. A colonist with one normal hand and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.
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When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.
 
When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.
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When social fighting, colonists will not use the scyther blade to hit the opponent.
 
When social fighting, colonists will not use the scyther blade to hit the opponent.

Revision as of 10:00, 17 April 2017

Scyther blade

[[|none|64px|link=Scyther blade]]


Type
Medical ItemBody Part

Base Stats

... further results

Stat Modifiers

... further results


Once removed from an incapacitated scyther, scyther blades can then be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade.

Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393)

A scyther blade can only be installed on a natural hand and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an hand which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the hand's efficiency to 20%. A colonist with one normal hand and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.


When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.


When social fighting, colonists will not use the scyther blade to hit the opponent.

Melee Attack Damage Amount Cooldown DPS
Cut