Difference between revisions of "Psychic insanity lance"

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{{infobox main|
 
{{infobox main|
|name = Psychic insanity lance
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| name = Psychic insanity lance
|image = Psychic_insanity_lance.png|Psychic insanity lance
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| image = Psychic_insanity_lance.png|Psychic insanity lance
|description = 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.
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| description = 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.
|type = Artifact
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| type = Artifact
|marketvalue = 500
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| marketvalue = 650
|hp = 80
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| hp = 80
|flammability = 1
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| flammability = 1
|mass base = 0.5
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| mass base = 0.5
|coverage = Waist
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| coverage = Waist
|layer = Belt
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| layer = Belt
 
| thingCategories = ApparelUtility
 
| thingCategories = ApparelUtility
 
| tradeTags = Artifact
 
| tradeTags = Artifact
 
| thingSetMakerTags = RewardStandardHighFreq
 
| thingSetMakerTags = RewardStandardHighFreq
 
}}
 
}}
{{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.}}
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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]]. It cannot be recharged. When both charges are expended the item is destroyed. Pawns anybody with 0% [[psychic sensitivity]], such as those with the  [[Traits#Psychically deaf|Psychically deaf]] trait, cannot be targeted.}}
  
Psychic Insanity lances can be purchased from Exotic Goods Traders or found in [[ancient shrine]]s.
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Pawns that are incapable of violence can equip, but not use, the lance.
  
== Usage ==
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==Acquisition==
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Psychic Insanity lances can be found in [[ancient shrine]]s or purchased from Exotic Goods [[trade]]rs or [[faction base]]s.
  
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]]. It can also be used on centipedes, especially ones equipped with the [[heavy charge blaster]].
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== Analysis ==
 +
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 [[Traits#Tough|Tough]] trait, [[power armor]], or a [[shield belt]]. It can also be used on centipedes, especially ones equipped with the [[heavy charge blaster]].
  
 +
There is a 30% chance that the target is given brain damage. If used on a non-hostile [[faction]]'s pawn, it will decrease Goodwill with that faction by 200 points.
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
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.  
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* [[Version/1.2.2719|1.2.2719]] - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.  
  
 
[[Category:Artifact]]
 
[[Category:Artifact]]
 
{{nav|utility|wide}}
 
{{nav|utility|wide}}
 
[[Category:Utility]]
 
[[Category:Utility]]

Revision as of 10:37, 22 May 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
650 Silver
Mass
0.5 kg
HP
80
Flammability
100%

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. It cannot be recharged. When both charges are expended the item is destroyed. Pawns anybody with 0% psychic sensitivity, such as those with the Psychically deaf trait, cannot be targeted.

Pawns that are incapable of violence can equip, but not use, the lance.

Acquisition

Psychic Insanity lances can be found in ancient shrines or purchased from Exotic Goods traders or faction bases.

Analysis

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. It can also be used on centipedes, especially ones equipped with the heavy charge blaster.

There is a 30% chance that the target is given brain damage. If used on a non-hostile faction's pawn, it will decrease Goodwill with that faction by 200 points.

Version history

  • 0.12.906 - Added
  • 1.2.2719 - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.