Metalhorror
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: missing information. |
Metalhorror
A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.
While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.
An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.
Base Stats
- Type
- Entity
- Flammability
- 200%
Armor
- Armor - Sharp
- 50%
- Armor - Blunt
- 50%
- Armor - Heat
- 0%
Pawn Stats
- Combat Power
- 300
- Move Speed
- 5.5 c/s
- Health Scale
- 60% HP
- Body Size
- 1
- Mass
- 60 kg
- Filth Rate
- 1
- Life Expectancy
- 250 years
- Maturity Age
- 0.05 years (3 days)
- Juvenile Age
- 0.017 years (1 days)
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Production
- Gestation Period
- 10 days
Melee Combat
- Attack 1
- Left blade
20 dmg (Cut)
30 % AP
2 second cooldown - Attack 2
- Left blade
20 dmg (Stab)
30 % AP
2 second cooldown - Attack 3
- Right blade
20 dmg (Cut)
30 % AP
2 second cooldown - Attack 4
- Right blade
20 dmg (Stab)
30 % AP
2 second cooldown - Attack 5
- Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 5.52
INTRO TEXT
Acquisition
Metalhorrors can either be be found in infected pawns or implanted into an already existing pawn. Pre-infected pawns may arrive as guests or raiders. a Metalhorror has a small chance to be implanted into a pawn by any other anomaly through attacking.
During the monolith awakening, several mature metalhorrors will be spawned to defend each void structure. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the Void monolith.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. |
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage.
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. A pawn can be implanted through the following vectors:
- Before their arrival at the colony. This can apply to creepy joiners, but it is unclear whether other pawns can be infected this way.[Verify]
- During revenant hypnosis.
- By an insectoid.[Detail needed]
- During sleep.[Detail]
- During surgery by an infected pawn.[Detail]
- Through a meal cooked by an infected pawn.
- During Unnatural healing by infected pawn.
- When fed a meal by a infected pawn.
- Chance of infection from fleshbeast attacks. Unclear if this applies to all fleshbeast hits or just ones that result in scars.*
The creepy joiner can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.
Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 bioferrite, and occasionally 1 shard.
Yield
The metalhorror yields 4.4 bioferrite and 220W per day.
Combat
A metalhorror's attacks are identical to those of a scyther. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.[Maturity?]
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Cut | 20 | 2.0 sec |
Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire.
Metalhorrors have a psychic sensitivity of 150%, making certain psycasts more effective on them.
Analysis
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.
Detection
Paramedics can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.
If you don't have a paramedic, the following procedure can be done:
- Have 2 doctors
- The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2
- If they find an infection, doctor 1 is clear.
- If they do not, have doctor 2 check the patient
- if they find an infection, doctor 1 is infected
- If they do not, have doctor 1 check again
- if doctor 1 finds an infection, doctor 2 is infected
- if doctor 1 does not, then either both doctors are clear or both are infected.
In the event of total infection, a sufficient number of Mechanoids can safely clear out the revealed Metalhorrors, as long as the Mechanitors they are linked to are still alive.
Gallery
Larva
Juvenile
Mature
Version history
- Anomaly DLC Release - Added.
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