Difference between revisions of "Spear"

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|damge type = Sharp
 
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The spear is a melee weapon in RimWorld that does a large amount of damage, has a fairly long cooldown, and deals sharp damage.
 
The spear is a melee weapon in RimWorld that does a large amount of damage, has a fairly long cooldown, and deals sharp damage.
  

Revision as of 15:54, 2 February 2018

Spear

Spear

"A polearm tipped with a sharp point for stabbing opponents in melee combat."

Base Stats

Type
EquipmentWeapons
Weapon Class
Neolithic
Mass
2 kg

Ranged Combat

Mode
Melee
Damage
15 dmg
Cooldown
138 ticks (2.3 secs)
DPS
6.52
Mode
Melee

The spear is a melee weapon in RimWorld that does a large amount of damage, has a fairly long cooldown, and deals sharp damage.


As is typical with any sharp weapon, spear attacks cause bleeding, and generally fares poorly against armor when compared to blunt weapons. Just like the club, the spear is a melee weapon that tribals use - but unlike the club, spears must be produced at a smithy.


Spears have the second highest base damage output out of all melee weapons in RimWorld, with the highest being the longsword. On that note, the spear seems to serve as a middle-ground between the gladius and the longsword, seeing as its damage output and cost also stands right between the two weapons.


However, against armor, a steel spear will theoretically perform slightly worse than a stone club, and a plasteel spear will perform about as well as a wooden club.


Obtaining

Spears can be purchased from any combat supplier or war merchant, or obtained from any melee raiders - with the exception of drifters and thrashers. Spears can also be crafted at any smithy once the smithing research has been completed; from 90 of any metallic or wooden material, and 17,000 ticks (4.72 mins) of work.


Combat Performance per Material

Materials Wood Steel Plasteel Silver Gold Uranium
Damage 5 15 18 8 5 17
Cooldown 2.07s 2.3s 1.84s 2.3s 2.53s 3.11s
Base DPS [1] 2.415 6.522 9.783 3.478 1.976 5.466
Armored DPS [2] 1.304 3.13 4.402 1.565 1.067 2.605
  1. Damage per second
  2. Normal quality armor vest (50% sharp damage reduction and 10% deflection; 20% blunt damage reduction)