Biomutation lance

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Biomutation lance

Biomutation lance

A limited-use psychic effector. It twists and reshapes the musculature of the target, causing them to transform into a terrifying creature. This biomutation lance was crafted from a broken shard of dark archotechnology.

Base Stats

Type
GearUtility
Tech Level
Archotech
Market Value
850 Silver
Mass
0.5 kg
HP
80

Apparel

Clothing For Nudity
False
Coverage
Waist
Layer
Belt
Lifestage
Adult
Equip Delay
120 ticks (2 secs)

Ranged Combat

Warm-Up
120 ticks (2 secs)
Range
25.9 tile(s)

Creation

Crafted At
Bioferrite shaper
Required Research
Mutation weaponry
Skill Required
Crafting 6
Work To Make
40,000 ticks (11.11 mins)
Work Speed Stat
General Labor Speed
Resources to make
Shard 1 + Bioferrite 50 + Twisted meat 20
Technical
Has Quality
False
thingSetMakerTags
RewardStandardHighFreq
tradeTags
UtilitySpecial


The biomutation lance is a four-use artifact added in the Anomaly DLC that can be equipped by pawns in the Utility slot and manually activated to forcibly transform a target into a Fleshbeast.

Acquisition[edit]

Biomutation lances can be crafted at a bioferrite shaper once the Mutation weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires Shard 1 Shard, Bioferrite 50 Bioferrite, Twisted meat 20 Twisted meat, 40,000 ticks (11.11 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

Alternatively, they can be received as a quest reward.

Summary[edit]

When equipped, a biomutation lance is worn in the waist utility slot. 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 non-downed pawn with a body size of 2.5 or under, and within 25.9 tiles and within line of sight. Psychic sensitivity does not affect whether or not a pawn can be targeted. Mechanoids, drones, and entities, with the exception of shamblers and ghouls, cannot be targeted. The lance has 4 charges and cannot be recharged - when all charges are expended, the item disappears completely and no resources be salvaged from it.

After a 120 ticks (2 secs) warm-up, the target will instantaneously transform into a fleshbeast in a purely-visual explosion of gore. No filth will be created.

The resultant fleshbeast depends on the body size of the pawn transformed:

Fleshbeasts will be hostile to and attack any humans, mechanoids, and tamed non-pen animals they see, but won't necessarily seek out enemies to engage.

The pawn's original body is completely destroyed, leaving no opportunity for Death refusal or other means of reviving, and any equipment will be dropped to the ground untainted. The pawn will also be considered missing rather than dead. This affects certain death-related thoughts, as well as meaning there will be no funeral opportunity if they were a colonist, and they will not be replaced if they were a faction leader.

If used on a non-hostile faction's pawn, it will decrease goodwill with that faction by −200 points.

Like all utility items, a biomutation lance is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.

Analysis[edit]

Version history[edit]