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
- 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. 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.