Metalhorror

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Revision as of 07:00, 26 June 2024 by Vilobion (talk | contribs) (Occurrence section got some attention)
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Metalhorror

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
Destroy yield
Bioferrite 10 - 20 + Shard 0 - 1

The Metalhorror is an entity that can threaten your colony. It will infect your colonists one by one and burst out them when it is ready to attack.

Occurrence

A Metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. Creepjoiners often come with drawbacks- one of which can be a metalhorror infection. Pre-infected pawns may arrive as guests or raiders.

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

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.

The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn with a valid infection pathway:

Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days.

Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:

Infection event Details Infection chance per event
Sharing a bed
  • An infected pawn sharing any bed or sleeping spot spreads the infection to any bedmates.
  • The pawns do not need to be in a relationship or participate in lovin for the implantation to occur.
  • Pawns sharing the same barracks but not the same sleeping beds or sleeping spots will not spread the infection.
100%
Performing surgery
  • Any medical bill performed on a pawn by an infected pawn can spread the infection
    • This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, xenogerm implantation,Content added by the Biotech DLC and blood transfusions.Content added by the Biotech DLC
  • Tending does not spread metalhorror infections.
50%
Cooking a meal
  • Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.
    • This chance is rolled upon consumption, not upon creation of the meal.
    • It is not known whether this shares the stack probability splitting of food poisoning when placed in a stack.[Detail needed]
  • It is not known whether this infection vector persists after the originating infections are revealed.[Detail needed]
4%
Unnatural healing
  • Use of the ability by an infected pawn on an uninfected pawn spreads the infection
100%
Feeding patients
  • AN infected pawn feeding a meal to a patient can infect the patient. This includes hemogen packsContent added by the Biotech DLC being fed to hemogenicContent added by the Biotech DLC prisoners and patients.
30%

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 psycastsContent added by the Royalty DLC 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 Content added by the Biotech DLC 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 after studying 2 pieces of gray flesh:

    1. Have 2 doctors
    2. The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2
    3. If they find an infection, doctor 1 is clear.
    4. If they do not, have doctor 2 check the patient
    5. if they find an infection, doctor 1 is infected
    6. If they do not, have doctor 1 check again
    7. if doctor 1 finds an infection, doctor 2 is infected
    8. 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 Content added by the Biotech DLC they are linked to are still alive.

    Gallery

    Larva

    Juvenile

    Mature

    Infection Vectors

    Version history

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