Difference between revisions of "Psychic insanity lance"

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| thingSetMakerTags = RewardStandardHighFreq
 
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{{Info|A psychic insanity lance is a two-use artifact that can be equipped by pawns in the Utility slot. Once said pawn is drafted, it can be used to target a pawn within 35 tiles and within line of sight,  and the target will instantaneously go [[Mental break#Berserk|berserk]]. [[Traits|Psychically deaf]] pawns (or anybody with 0% [[psychic sensitivity]]) can't be targeted.}}
 
{{Info|A psychic insanity lance is a two-use artifact that can be equipped by pawns in the Utility slot. Once said pawn is drafted, it can be used to target a pawn within 35 tiles and within line of sight,  and the target will instantaneously go [[Mental break#Berserk|berserk]]. [[Traits|Psychically deaf]] pawns (or anybody with 0% [[psychic sensitivity]]) can't be targeted.}}
  

Revision as of 02:17, 8 April 2021

Psychic insanity lance

Psychic insanity lance

A limited-use psychic effector. It overwhelms the target's mind with terrifying perceptual distortions, driving him into a berserk state. There is a risk of brain damage. It has a long range, but requires line of sight.

Base Stats

Type
Artifact
Market Value
500 Silver
Mass
0.5 kg
HP
80
Flammability
0%

Armor

Coverage
Waist
Layer
Belt
Technical
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardHighFreq
tradeTags
Artifact


A psychic insanity lance is a two-use artifact that can be equipped by pawns in the Utility slot. Once said pawn is drafted, it can be used to target a pawn within 35 tiles and within line of sight, and the target will instantaneously go berserk. Psychically deaf pawns (or anybody with 0% psychic sensitivity) can't be targeted.

Psychic Insanity lances can be purchased from Exotic Goods Traders or found in ancient shrines.

Usage

As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for making pesky triple rocket launcher/doomsday rocket launcher raiders annihilate their companions. For best value, use it on enemies with durability enhancements such as go-juice, the tough trait, power armor, or a shield belt.

Version history

Prior to 1.2 it was a single-use artifact that could not be carried, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It also had unlimited range and worked through walls.