Monosword

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Monosword

Monosword

A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.

Base Stats

Type
EquipmentWeapons
Tech Level
Ultra
Weapon Class
Ultra
Market Value
2000 Silver
Mass
2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
12 dmg (Blunt)
18% AP
1.6 seconds cooldown
Melee Attack 2 
Point
25 dmg (Stab)
90% AP
2.0 seconds cooldown
Melee Attack 3 
Edge
25 dmg (Cut)
90% AP
2.0 seconds cooldown
Technical
Has Quality
True
weaponTags
UltratechMelee
thingSetMakerTags
RewardStandardMidFreq


The monosword is a DLC melee weapon that does a large amount of damage, has a fairly short cooldown, and deals sharp damage. It also boasts one of the highest armor penetration values for melee weapons in the game.

It has a great advantage against armored targets and cause opponents to bleed out fairly quickly as the Monosword lops off limbs with fair ease.

Acquisition[edit]

Monoswords cannot be crafted, instead they can only be purchased from Outlander and Empire combat suppliers and faction bases, or received as a quest reward.

They can also be obtained from the following raider types:

Raider Kind Chance Average Quality Health
Champion ?% ? 70-230%
Nobles (All) ?% Excellent 100%

Summary[edit]

Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high AP for its Point and Edge attacks. Namely it has a base AP of 90%, as opposed to the 38% that would be automatically calculated from weapon damage. The AP still scales with quality but does not scale with its wielder's Melee Damage Factor.

Analysis[edit]

With its exceptional AP and a high Damage per Second, the monosword is one of the best and most versatile melee weapons in the game, performing well against all targets while its brethren excel in specific roles.

Keep in mind however that while it does have exceptional AP, armor pieces tend to be more protective against sharp than blunt. Thus, against high tier armors that aren't negated by the either weapon's AP, the monosword is more affected by armor than the zeushammer of the same quality. For example, a normal quality zeushammer would have a higher effective DPS against a normal quality set of Cataphract armor than a normal quality monosword. When the monosword AP is sufficient to outright negate the armor, such as against a poor flak vest, then the superior optimal DPS of the monosword would win out.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Monosword Monosword Handle (Blunt) Point (Stab) Edge (Cut) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 8.73 57.2% 9.6 1.6s 14.4% 6 8.33% 20 2s 72% 10 37.5% 20 2s 72% 10 37.5% 8.2 2s 12% 4.1 8.33% 100 1000 Silver
    Poor 10.3 64.8% 10.8 1.6s 16.2% 6.75 25% 22.5 2s 81% 11.25 37.5% 22.5 2s 81% 11.25 37.5% 8.2 2s 12% 4.1 0% 100 1500 Silver
    Normal 11.45 72% 12 1.6s 18% 7.5 25% 25 2s 90% 12.5 37.5% 25 2s 90% 12.5 37.5% 8.2 2s 12% 4.1 0% 100 2000 Silver
    Good 12.59 79.2% 13.2 1.6s 19.8% 8.25 25% 27.5 2s 99% 13.75 37.5% 27.5 2s 99% 13.75 37.5% 8.2 2s 12% 4.1 0% 100 2500 Silver
    Excellent 13.74 86.4% 14.4 1.6s 21.6% 9 25% 30 2s 108% 15 37.5% 30 2s 108% 15 37.5% 8.2 2s 12% 4.1 0% 100 3000 Silver
    Masterwork 16.6 104.4% 17.4 1.6s 26.1% 10.88 25% 36.25 2s 130.5% 18.13 37.5% 36.25 2s 130.5% 18.13 37.5% 8.2 2s 12% 4.1 0% 100 4000 Silver
    Legendary 18.89 118.8% 19.8 1.6s 29.7% 12.38 25% 41.25 2s 148.5% 20.63 37.5% 41.25 2s 148.5% 20.63 37.5% 8.2 2s 12% 4.1 0% 100 5000 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 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 wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]