Draw shamblers
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Draw shamblers
Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.
Base Stats
- Type
- Psychic ritual
Creation
- Required Research
- Draw shamblers
- Ritual Duration
- 5,000 ticks (1.39 mins)
- Ritual Cooldown
- 300,000 ticks (83.33 mins)
Draw shamblers is a psychic ritual that causes a horde of shamblers to enter the map upon which it is cast.
Acquisition[edit]
The draw shamblers psychic ritual can be performed once every 300,000 ticks (5 in-game days) at a psychic ritual spot at the cost of
20 Bioferrite, once the Draw shamblers research project has been completed. Note that this research requires dark study to unlock. The ritual takes 5,000 ticks (2 in-game hours) to complete.
Summary[edit]
- Causes a ritual quality dependent total combat power of shamblers to enter the map, approximately 2-3 hours after the ritual is completed. Note that the total combat power depends on both the number and types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers. In addition, shamblers summoned through this method last for 3 days, as opposed to the 24 hours of Death Pall raised shamblers, or the 6 hours of Deadlife Dust raised shamblers.
Gorehulks can be summoned as shamblers through Draw Shamblers, though it will not unlock the associated research or condex entry for the non-shambler version of that entity.[Verify] [Details] Shamblers created through Draw Shamblers can drop bioferrite and twisted meat as normal if killed by a pawn. [Verify]
This ritual is whitelisted to the Surface layer, and therefore cannot be used in Odyssey space locations.
Analysis[edit]
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Offensive Use[edit]
Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, toxic wastepack
dumping, or Mechanoid bosses
, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including Diabolus
due to shamblers ignoring being set on fire, netting free chips.
Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.
Defensive Use[edit]
Draw Shamblers is less effective here, due to the delays associated both with completing the ritual, and waiting the hours for the shamblers to actually appear. However, raiders will fight shamblers who arrive late to a raid, assuming their current pawn target becomes unavailable due to moving through a closed door or any other means. However, raiders are unwilling to spend overlong in a raid without an active target pawn they can reach, and will frequently damage walls until they are satisfied with the damage done, or steal valuables left in the open, causing them to flee the raid.
Fleeing raiders will engage with shamblers if they happen to get close to them, but otherwise will ignore them and exit the map at the edges, making it quite possible, even likely, to summon shamblers to deal with raiders, only for the shamblers to arrive well after the raiders stop being a problem, and allowing the shamblers to remain a problem all on their own.
Utility Use[edit]
Shamblers, when killed, drop small quantities of human flesh, and occasionally bioferrite. You may or may not get enough bioferrite to make up the cost of the ritual. This requires that the shambler be killed by a pawn, rather then timing out their lifespan. More consistent, however, is that Summon Shamblers always summons humanoid pawns (with the occasional gorehulk), both of which butcher into human meat and leather, as opposed to Twisted Flesh. While this may be desirable for colonies of cannibals or enthusiastic supplies of human leather armchairs, Shamblers rot instantly when they die, making it impossible to butcher them under normal circumstances.
Nociospheres[edit]
Sending a destabilizing nociosphere into the crowd summoned by a high quality Draw Shamblers ritual is a safe way to dispose of a nociosphere if a convenient raid is not available. Shamblers are immune to pain, usually arrive on map borders away from player structures, and a high quality ritual generally summons enough shamblers to have a few survivors once the Nociosphere has finished its rampage.
Version history[edit]
- Anomaly DLC Release - Added.
- ? - Description changed from "[...] corpses to your area. While they attack any human they see, they will not directly attack your colony. [...]" changed to "[...] corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. [...]". [Verify old version existed]
