Sightstealer

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Sightstealer

Sightstealer

Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.

Base Stats

Type
EntityBasic
Flammability
70%

Pawn Stats

Combat Power
70
Move Speed
4.83 c/s
Health Scale
75% HP
Body Size
0.8
Mass
48 kg
Filth Rate
1
Diet
none
Life Expectancy
250 years
Trainable Intelligence
None
Psychic Sensitivity
200%
Toxic Resistance
50%
Vacuum Resistance
100%

Production

Meat Yield
Twisted meat 70 Twisted meat
Leather Yield
Dread leather 20 dread leather

Melee Combat

Attack 1
Left claw (Claw)
7.0 dmg (Scratch)
10 % AP
2 second cooldown
Attack 2
Right claw (Claw)
7.0 dmg (Scratch)
10 % AP
2 second cooldown
Attack 3
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.1 chance factor
Average DPS
2.17

Containment

Min Containment Strength
30
Knowledge Gain
1.5 Basic
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 1.6/day
Min Monolith Level For Study
1
Held on Spot or Platform
true
Escape Interval
MTB 60 days
Technical
defName
Sightstealer


The sightstealer is an entity added by the Anomaly DLC. It is likely to be one of the first anomalous entities a colony will encounter.

Occurrence[edit]

Sightstealers appear:

Summary[edit]

Sightstealers are ambush predators, entering a map invisible to both pawns and the player, and remain so until they get close to a target. Targets of a Sightstealer includes colonists, friendly NPCs, and raiders. [When is invis broken?][Targets?][Doors?] The player is not notified of a Sightstealer arrival, unless they are summoned by attacking a creepjoiner, in which case the player is only notified in advance. Sightstealers are also revealed from invisibility when they take damage, get hit by firefoam or an EMP explosion, or they are affected by a disruptor flash, Sightstealers will return to being invisible when not nearby any targets. Invisible sightstealers will trigger proximity detectors when in range, however they will not be revealed by it. Additionally, they will make a howling sound effect and track filth even when invisible, you can look for this to narrow down their location, instead of using a proximity detector.

Despite the description stating that it uses psychic influence to render themselves invisible, pawns with 0% psychic sensitivity are not immune to this effect, and are unable to see them when they are invisible.

Sightstealers do not trigger traps regardless of their current visibility.

They are relatively weak entities in terms of both DPS and HP, feel pain and bleed and have a high psychic sensitivity of 200% - instead the primary risk comes from ambush and numbers.

They do not sleep and bleed at 50% the normal rate.

Containment[edit]

The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with minimal risk.

Contained sightstealers yield 1.6 bioferrite per day when attached to a Bioferrite harvester.

Analysis[edit]

Only marginally more dangerous than an unarmed baseliner but with claws that can cause bleeding, a single sightstealer is unlikely to be a threat to most colonists. However, they can be dangerous in large groups especially if a pawn is caught by surprise. Their speed means that they can quickly surround pawns and, unlike manhunter packs, sightstealers give no warning for pawns to run inside. As such, if the initial sightstealer is spotted, a howl occurs, or "Distant shrieks" are heard, it's best to zone your colonists inside, install a proximity detector or turn up the game volume and listen for their howling sound.

 Sightstealer revealed: A twisted creature has appeared out of thin air! 

Once they are detected, combat is largely similar to manhunters despite their anomalous nature. A constriction, strong Melee blockers and a good backline of gunners can handle even the largest sightstealer waves. Carefully targeted frag grenades from behind the melee blockers are also particularly devastating. Sightstealers are also vulnerable to fire. A pawn armed with an incendiary launcher, molotov cocktails, or incinerator can easily cripple even a pack of sightstealers but watch out for burning sightstealers losing collision and moving through your blockers.

If the colony contains a mechanitor,Content added by the Biotech DLC scythers, scorchers,Content added by the Biotech DLC tesserons,Content added by the Biotech DLC and centipede burners are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.

Sightstealers is one of the easiest anomalies to contain, both in terms of containment requirment and risk posed during escapes. When combined with the ease of defeating them, they are effectively a blessing to most colonies, providing an easy source of beginning research.

Health[edit]

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

Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Group[3] Capacity[4] Effect if Destroyed/Removed
Torso 30 1 100% 15% N/A[5] Ex.png Torso - Death
Neck 18.75 1 7.5% 1.5% Torso Ex.png Neck Eating
Talking
Breathing
Death
Head 18.75 1 80% 1.74% Neck Ex.png UpperHead
FullHead
HeadAttackTool[6]
- Death
Skull 18.75 1 18% 0.216% Head Check.png UpperHead
Eyes
FullHead
- Cannot be destroyed
Increasing Pain based on damage.
Brain 7.5 1 80% 0.864% Skull Check.png UpperHead
Eyes
FullHead
Consciousness
Death
Damage always results in scarring.
Eye 7.5 2 7.0% 0.42% Head Ex.png FullHead
Eyes
Sight
−25% Sight. −100% if both lof both lost.
−15 Disfigured Social penalty
Damage always results in scarring
0% Hit Chance against Blunt damage.
Ear 9 2 7.0% 0.42% Head Ex.png UpperHead
FullHead
Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 7.5 1 10% 0.6% Head Ex.png FullHead - −15 Disfigured Social penalty
Jaw 15 1 15% 0.8991% Head Ex.png Teeth
FullHead
Mouth
Eating
Talking
−100% Talking and −90% Eating
−15 Disfigured Social penalty
Can no longer use Teeth attack.[7]
Tongue 7.5[8] 1 0.1% 0.0009% Jaw Check.png FullHead Talking −100% Talking and −50% Eating
−15 Disfigured Social penalty
Waist[9] 7.5[8] 1 0% 0% Torso Ex.png Waist - N/A
Spine 18.75 1 2.5% 2.5% Torso Check.png Torso Moving
×0 Moving[10]
Ribcage 22.5 1 3.6% 3.6% Torso Check.png Torso Breathing
Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.
Sternum 15 1 1.5% 1.5% Torso Check.png Torso Breathing
Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.
Stomach 15 1 2.5% 2.5% Torso Check.png Torso Digestion
−50% Digestion
Heart 11.25 1 2.0% 2.0% Torso Check.png Torso Blood Pumping
Death
Lung 11.25 2 2.5% 2.5% Torso Check.png Torso Breathing
−50% Breathing. Death if both lost
Kidney 11.25 2 1.7% 1.7% Torso Check.png Torso Blood Filtration −50% Blood Filtration. Death if both lost
Liver 15 1 2.5% 2.5% Torso Check.png Torso Digestion
Death
Shoulder 22.5 2 12% 1.68% Torso Ex.png Shoulders Manipulation
−50% Manipulation.
−100% if both lost
Clavicle 18.75 2 9.0% 1.08% Shoulder Check.png Torso Manipulation
Cannot be destroyed
Up to −48% Manipulation.
Increasing Pain based on damage.
Arm 22.5 2 77% 6.0984% Shoulder Ex.png Arms Manipulation
−50% Manipulation. −100% if both lost
Humerus 18.75 2 10% 0.924% Arm Check.png Arms Manipulation
−50% Manipulation. −100% if both lost
Radius 15 2 10% 0.924% Arm Check.png Arms Manipulation
−50% Manipulation. −100% if both lost
Hand 15 2 14% 0.827904% Arm Ex.png Hands Manipulation
−50% Manipulation. −100% if both lost
Can no longer use Fist attack[11]
Pinky 6 2 6.0% 0.077616% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Ring Finger 6 2 7.0% 0.090552% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Middle Finger 6 2 8.0% 0.103488% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Index Finger 6 2 7.0% 0.090552% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Thumb 6 2 8.0% 0.103488% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Pelvis 18.75 1 2.5% 2.5% Torso Check.png Torso Moving
Cannot be destroyed
Up to −96% Moving.
Increasing Pain based on damage.
Leg 22.5 2 14% 9.8% Torso Ex.png Legs Moving
−50% Moving. −100% if both lost
Femur 18.75 2 10% 1.4% Leg Check.png Legs Moving
−50% Moving. −100% if both lost
Tibia 18.75 2 10% 1.4% Leg Check.png Legs Moving
−50% Moving. −100% if both lost
Foot 18.75 2 10% 0.854% Leg Ex.png Feet Moving
−50% Moving. −100% if both lost
Little Toe 6 2 6.0% 0.084% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Fourth Toe 6 2 7.0% 0.098% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Middle Toe 6 2 8.0% 0.112% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Second Toe 6 2 9.0% 0.126% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Big Toe 6 2 9.0% 0.126% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
  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. What apparel coverage covers this body part.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. This is the part that everything else connects to to be considered 'connected'.
  6. Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
  7. A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
  8. 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
  9. Called "Utility Slot" in game.
  10. If Moving drops below 16% a pawn cannot move.
  11. A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.

Attack table

  • Sightstealer Sightstealer
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 3.5
    (2.17)
    - - 10% -
    LeftHand
    (Scratch)
    3.5
    (2.17)
    7 2s 10% 50%
    RightHand
    (Scratch)
    3.5
    (2.17)
    7 2s 10% 50%
    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.

    Gallery[edit]

    Version history[edit]