Difference between revisions of "Scyther blade"

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(added a proper wiki intro sentence, cleaned up a bit)
(Per in game description, Scythe blades are hand replacements, not wieldable weapons. Cleaning up redundancy and proper sorting, description separated from player analysis. Grouping single "lost" sentences to paragraphs.)
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{{#set:Melee Damage Base = 20| Melee Cooldown Base = 100| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}}
 
{{#set:Melee Damage Base = 20| Melee Cooldown Base = 100| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}}
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The Scyther blade is a [[mechanoid]] body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as a constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been lost during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.
  
{{Info|Scyther blades are melee weapons normally found attached to scythers, but can be surgically attached to colonists.  Once a scyther has been downed, they can be removed and 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. Two scyther blades make up one of the best melee weapons in the game, out-DPS'ing a normal plasteel [[longsword]] (12.12 vs 10).
 
  
A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 6 damage from a fist. If an installed scyther blade gets replaced with an artificial arm or another hand attachment, 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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A scyther blade deals 20 damage, compared to 6 damage from a fist but comes with a significant tradeoff by reducing manipulation efficiency to 40%. A colonist with only one normal hand and a blade on the other has 60% manipulation. A colonist with two blades will have 20% manipulation, making one great at melee by out-DPS'ing a normal plasteel [[longsword]] (12.12 vs 10), but not so good at anything needing manipulation. Blade installed colonists shall not wield any weapon when meleeing, as they will use the weapon instead of their blades, losing damage output.
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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.
 
  
Despite being impractical outside combat, Scyther blades are extremely valuable with a base market price of 2000 silver. Even if you don't plan on using them, you should still harvest blades from downed scythers so you can sell them for profit.
 
 
When social fighting, colonists will not use the scyther blade to hit the opponent.
 
  
 
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Revision as of 02:06, 27 August 2017

Scyther blade

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


Type
Medical ItemBody Part

Base Stats

... further results

Stat Modifiers

... further results

The Scyther blade is a mechanoid body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as a constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been lost during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.


A scyther blade deals 20 damage, compared to 6 damage from a fist but comes with a significant tradeoff by reducing manipulation efficiency to 40%. A colonist with only one normal hand and a blade on the other has 60% manipulation. A colonist with two blades will have 20% manipulation, making one great at melee by out-DPS'ing a normal plasteel longsword (12.12 vs 10), but not so good at anything needing manipulation. Blade installed colonists shall not wield any weapon when meleeing, as they will use the weapon instead of their blades, losing damage output.


Melee Attack Damage Amount Cooldown DPS
Cut


Arm/Hand
Archotech armBionic armPower clawProsthetic armWooden handDrill arm Content added by the Royalty DLCElbow blade Content added by the Royalty DLCField hand Content added by the Royalty DLCHand talon Content added by the Royalty DLCVenom talon Content added by the Royalty DLCFlesh tentacleContent added by the Anomaly DLCFlesh whipContent added by the Anomaly DLC
Head
Archotech eyeBionic eyeBionic earBionic jawBionic tongueCochlear implantDentureAesthetic nose Content added by the Royalty DLC
Head implants
JoywirePainstopperCircadian assistant Content added by the Royalty DLCCircadian half-cycler Content added by the Royalty DLCGastro-analyzer Content added by the Royalty DLCLearning assistant Content added by the Royalty DLCMindscrew Content added by the Royalty DLCNeurocalculator Content added by the Royalty DLCPsychic harmonizer Content added by the Royalty DLCPsychic reader Content added by the Royalty DLCPsychic sensitizer Content added by the Royalty DLCVenom fangs Content added by the Royalty DLCControl sublink (Standard, High) Content added by the Biotech DLCMechlink Content added by the Biotech DLCMech gestation processor Content added by the Biotech DLCRemote repairer Content added by the Biotech DLCRemote shielder Content added by the Biotech DLCRepair probe Content added by the Biotech DLC
Spine
Bionic spineRevenant vertebraeContent added by the Anomaly DLC
Stomach
Bionic stomachNuclear stomach Content added by the Royalty DLCReprocessor stomach Content added by the Royalty DLCSterilizing stomach Content added by the Royalty DLCFleshmass stomach Content added by the Anomaly DLC
Heart
Bionic heartProsthetic heartHeartAdrenal heartContent added by the Anomaly DLCCorrosive heartContent added by the Anomaly DLCMetalblood heartContent added by the Anomaly DLC
Lung
LungDetoxifier lung Content added by the Biotech DLCFleshmass lung Content added by the Anomaly DLC
Kidney
KidneyDetoxifier kidney Content added by the Biotech DLC
Organs
Liver
Visceral implants
Death acidifierAesthetic shaper Content added by the Royalty DLCCoagulator Content added by the Royalty DLCHealing enhancer Content added by the Royalty DLCArmorskin gland Content added by the Royalty DLCStoneskin gland Content added by the Royalty DLCToughskin gland Content added by the Royalty DLCImmunoenhancer Content added by the Royalty DLCLove enhancer Content added by the Royalty DLCGhoul platingContent added by the Anomaly DLCGhoul barbsContent added by the Anomaly DLC
Leg/Foot
Archotech legBionic legProsthetic legPeg legWooden footKnee spike Content added by the Royalty DLC
Related
Psylink neuroformer Content added by the Royalty DLCXenogerm Content added by the Biotech DLC
Deprecated
Scyther bladePsychic silencer Content added by the Royalty DLC