Fingerspike
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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Fingerspike
A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.
Base Stats
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
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)
- Gets Cold Bonus
- true
- Min Monolith Level For Study
- 1
- Held on Spot or Platform
- true
- Escape Interval
- MTB 60 days
- 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 | N° | C[1] | TC[2] | Parent | I[3] | Capacity[4] | Effect if Destroyed/Removed |
FV[5] |
|---|---|---|---|---|---|---|---|---|---|
| Torso | 20 | 1 | 100% | 30,6% | N/A[6] | - | Death | ||
| Spine | 12.5 | 1 | 2,5% | 0,575% | Torso | Moving |
−100% Moving[7] | ||
| FleshbeastSpike | 20 | 1 | 77% | 1,925% | Spine | Manipulation |
−100% Manipulation | 0.1 | |
| Stomach | 10 | 1 | 2,5% | 2,5% | Torso | Digestion |
−50% Digestion | ||
| Heart | 7.5 | 1 | 2% | 2% | Torso | Blood Pumping |
Death | ||
| Lung | 7.5 | 2 | 2,5% | 2,5% | Torso | Breathing |
−50% Breathing. Death if both lost. |
||
| Kidney | 7.5 | 2 | 1,7% | 1,7% | Torso | Blood Filtration | −50% Blood Filtration. Death if both lost. |
||
| Liver | 10 | 1 | 2,5% | 2,5% | Torso | Digestion |
Death | ||
| Neck | 12.5 | 1 | 7,5% | 1,5% | Torso | Eating Talking Breathing |
Death | ||
| FleshbeastHead | 12.5 | 1 | 80% | 3,48% | Neck | - | Death | ||
| Skull | 12.5 | 1 | 18% | 0,216% | FleshbeastHead | - | Cannot be destroyed Increasing Pain based on damage. |
||
| Brain | 5 | 1 | 80% | 0,864% | Skull | Consciousness |
Death Always scars. |
||
| Eye | 5 | 2 | 7% | 0,42% | FleshbeastHead | Sight |
−25% Sight. −100% if both lost. Always scars. 0% Hit Chance against Blunt damage. |
||
| Jaw | 10 | 1 | 10% | 0,6% | FleshbeastHead | Eating Talking |
−100% Talking −90% Eating |
||
| Shoulder | 15 | 2 | 12% | 12% | Torso | Manipulation |
−50% Manipulation. −100% if both lost. |
||
| FleshbeastLeg | 15 | 2 | 10% | 10% | Torso | Moving |
−50% Moving. −100% if both lost. |
0.1 |
- ↑ 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.
- ↑ 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.
- ↑ Inside. A flag used for some combat calculations. Usually meant for parts inside another one rather than merely attached.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ Frostbite Vulnerability
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
Attack table
| 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% | |
- ↑ 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. - ↑ Assuming a melee hit chance of 62%
- ↑ Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.
Version history[edit]
- Anomaly DLC Release - Added.
