Shard insanity lance

From RimWorld Wiki
Jump to navigation Jump to search

Shard insanity lance

Shard insanity lance

A limited-use psychic effector. It overwhelms the target's mind with terrifying perceptual distortions, driving them into a berserk state. There is a risk of brain damage. This insanity lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.

Base Stats

Type
GearUtility
Tech Level
Archotech
Market Value
530 Silver
Mass
0.7 kg
HP
60
Flammability
100%

Apparel

Clothing For Nudity
False
Coverage
Waist
Layer
Belt
Lifestage
Adult
Equip Delay
60 ticks (1 sec)

Ranged Combat

Warm-Up
144 ticks (2.4 secs)
Range
16.9 tile(s)

Creation

Crafted At
Bioferrite shaper
Required Research
Insanity weaponry
Skill Required
Crafting 5
Work To Make
21,000 ticks (5.83 mins)
Work Speed Stat
General Labor Speed
Resources to make
Shard 1 + Bioferrite 75
Technical
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardHighFreq
tradeTags
Artifact, UtilitySpecial


A shard insanity lance is a two-use artifact that can be equipped by pawns in the Utility slot and manually activated to cause a target to go berserk.

The shard insanity lance is largely identically to the psychic insanity lance, but craftable and shorter ranged.

Acquisition[edit]

Shard insanity lances can be crafted at a bioferrite shaper once the Insanity weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires Shard 1 Shard, Bioferrite 75 Bioferrite, 21,000 ticks (5.83 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

Summary[edit]

When equipped, a shard insanity 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 pawn within 16.9 tiles and within line of sight. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.

After a 144 ticks (2.4 secs) warm-up, the target will instantaneously go berserk - this berserk state is essentially identical to the mental break with the same minimum recovery time of 40,000 ticks (11.11 mins) and the same end condition of unconsciousness. The warmup time before firing is affected by the Aiming Time stat of the wearer. There is also a 30% chance that the target will be set alight and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the Difficulty settings.

Pawns with 0% psychic sensitivity, such as those with the psychically deaf trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three mechanoid commandersContent added by the Biotech DLC and the dreadmeld are also immune to psychic lances.

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

Like all utility items, a shard insanity 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]