Fingerspike

From RimWorld Wiki
Jump to navigation Jump to search

Fingerspike

Fingerspike

A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.


Base Stats

Type
EntityBasic
Flammability
125%

Pawn Stats

Combat Power
25
Move Speed
5.1 c/s
Health Scale
50% HP
Body Size
0.6
Mass
36 kg
Filth Rate
1
Diet
none
Life Expectancy
10 years
Trainable Intelligence
None
Toxic Resistance
50%
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
Twisted meat 70 Twisted meat

Ranged Combat

Mode
Single-Shot
Damage
7 dmg (RangedStab)
Armor penetration
100%
Warm-Up
30 ticks (0.5 secs)
Cooldown
120 ticks (2 secs)
Range
3.9 tile(s)
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
2.8

Melee Combat

Attack 1
Spike (Spike)
7 dmg (Stab)
10 % AP
2 second cooldown
0.5 chance factor
Attack 2
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.17

Containment

Min Containment Strength
20
Knowledge Gain
1 Basic
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 1.2/day
Gets Cold Bonus
true
Min Monolith Level For Study
1
Held on Spot or Platform
true
Escape Interval
MTB 60 days
Technical
defName
Fingerspike


Fingerspikes are entities, and type of fleshbeast, added by the Anomaly DLC.

Occurrence[edit]

Fingerspikes show up at any and every flesh beast attack/event and can also be found in ancient dangers.

Summary[edit]

They are incredibly weak and most colonists can even kill them in melee by ranged fighters or unarmed.

Analysis[edit]

The biggest danger comes from the fact that they spawn in the explosion of trispikes and fly behind the melee lines of your colonists potentially stopping the ranged colonists from shooting at dangerous targets. While harmless, it is also barely worth holding them due to extremely low yields.

Health[edit]

The body part table is collapsed due to length. Expand to view.

Body Part Name HP C[1] TC[2] Parent I[3] Capacity[4] Effect if
Destroyed/Removed
FV[5]
Torso 20 1 100% 30,6% N/A[6] Ex.png - Death
Spine 12.5 1 2,5% 0,575% Torso Check.png Moving
−100% Moving[7]
FleshbeastSpike 20 1 77% 1,925% Spine Ex.png Manipulation
−100% Manipulation 0.1
Stomach 10 1 2,5% 2,5% Torso Check.png Digestion
−50% Digestion
Heart 7.5 1 2% 2% Torso Check.png Blood Pumping
Death
Lung 7.5 2 2,5% 2,5% Torso Check.png Breathing
−50% Breathing.
Death if both lost.
Kidney 7.5 2 1,7% 1,7% Torso Check.png Blood Filtration −50% Blood Filtration.
Death if both lost.
Liver 10 1 2,5% 2,5% Torso Check.png Digestion
Death
Neck 12.5 1 7,5% 1,5% Torso Ex.png Eating
Talking
Breathing
Death
FleshbeastHead 12.5 1 80% 3,48% Neck Ex.png - Death
Skull 12.5 1 18% 0,216% FleshbeastHead Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 5 1 80% 0,864% Skull Ex.png Consciousness
Death
Always scars.
Eye 5 2 7% 0,42% FleshbeastHead Ex.png Sight
−25% Sight.
−100% if both lost.
Always scars.
0% Hit Chance against Blunt damage.
Jaw 10 1 10% 0,6% FleshbeastHead Ex.png Eating
Talking
−100% Talking
−90% Eating
Shoulder 15 2 12% 12% Torso Ex.png Manipulation
−50% Manipulation.
−100% if both lost.
FleshbeastLeg 15 2 10% 10% Torso Ex.png Moving
−50% Moving.
−100% if both lost.
0.1
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers. before its own sub-parts claim their own percentage. For example. if the base coverage of the super-part is 100%. and the coverage of the part is 20%. 20% of hits would hit the part. and 80% the super-part. If the part had its own sub-part with 50% coverage. the chances would be 10% sub-part. 10% part. 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance. as different damage types propagate damage in different ways. See that page for details.
  3. Inside. A flag used for some combat calculations. Usually meant for parts inside another one rather than merely attached.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. Frostbite Vulnerability
  6. This is the part that everything else connects to to be considered 'connected'.
  7. If Moving drops below 16% a pawn cannot move.

Attack table

  • Fingerspike Fingerspike
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 3.5
    (2.17)
    - - 10% -
    MiddleSpike
    (Stab)
    3.5
    (2.17)
    7 2s 10% 100%
    HeadAttackTool
    (Blunt)
    1.5
    (0.93)
    3 2s 4% 0%
    1. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the pawn.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Version history[edit]