Difference between revisions of "Psychic insanity lance"
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| thingSetMakerTags = RewardStandardHighFreq | | 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 | + | {{Info|A ''psychic insanity lance'' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to cause a target to go [[Mental break#Berserk|berserk]].}} |
− | Pawns that are incapable of violence can equip, but not use, the lance. | + | ==Acquisition== |
+ | Psychic insanity lances can be found in [[ancient shrine]]s or purchased from Exotic Goods [[trade]]rs or [[faction base]]s. | ||
+ | |||
+ | ==Summary== | ||
+ | Worn in "Waist" utility slot, the psychic insanity lance can be equipped by pawns. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. After a 0.5s warm-up, the target will instantaneously go [[Mental break#Berserk|berserk]]. Additionally, there is a 30% chance that the target will be given brain damage. Pawns with 0% [[psychic sensitivity]], such as those with the [[Traits#Psychically deaf|Psychically deaf]] trait, cannot be targeted by the lance. | ||
+ | If used on a non-hostile [[faction]]'s pawn, it will decrease Goodwill with that faction by 200 points. | ||
− | + | The lance cannot be recharged - when both charges are expended the item is destroyed without any trace. | |
− | |||
== Analysis == | == 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]]. | 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]]. | ||
− | + | ||
== Version history == | == Version history == | ||
* [[Version/0.12.906|0.12.906]] - Added | * [[Version/0.12.906|0.12.906]] - Added |
Revision as of 11:01, 22 May 2021
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
- Mass
- 0.5 kg
- HP
- 80
- Flammability
- 100%
Armor
- Coverage
- Waist
- Layer
- Belt
- 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 and manually activated to cause a target to go berserk.
Acquisition
Psychic insanity lances can be found in ancient shrines or purchased from Exotic Goods traders or faction bases.
Summary
Worn in "Waist" utility slot, the psychic insanity lance can be equipped by pawns. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is drafted, it can be manually activated by the player to target a pawn within 35 tiles and within line of sight. After a 0.5s warm-up, the target will instantaneously go berserk. Additionally, there is a 30% chance that the target will be given brain damage. Pawns with 0% psychic sensitivity, such as those with the Psychically deaf trait, cannot be targeted by the lance. If used on a non-hostile faction's pawn, it will decrease Goodwill with that faction by 200 points.
The lance cannot be recharged - when both charges are expended the item is destroyed without any trace.
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.
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.