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%

Production

Meat Yield
70 Twisted meat Twisted meat
Leather Yield
20 Dread leather 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
1.76

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 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.

Acquisition[edit]

The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a disruptor flare forcing it out of this state. Once it's out of this state it can be engaged in standard combat.

Summary[edit]

Relatively weak entities that feel pain, bleed, and are susceptible to disease. Sightstealers will trigger proximity detectors when in range. However, the proximity detector will not reveal it. They can also walk through traps without triggering them.

Sightstealers can occasionally howl when downed or killed. These howls will attract a pack of sightstealers (essentially a sightstealer raid) to attack the colony; their arrival time ranges from a few hours to a few days. The pack will approach the colony and become visible when moving to attack a pawn or active, friendly mechanoidContent added by the Biotech DLC. 1-2 Shards can be acquired from destroying the pack.

Sightstealers also do not trigger traps regardless of their current visibility.

Yield[edit]

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

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.

Analysis[edit]

A single Sightstealer is unlikely to be a threat to even a group of brand new colonists. A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens. They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.

A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research. Their weakness and stealth give them practically no defensive application.

Sightstealers are extremely vulnerable to fire. A pawn armed with an incendiary launcher, molotov cocktails, or incinerator can easily cripple even a pack of sightstealers. If the colony contains a mechanitorContent added by the Biotech DLC, scythers, scorchers, tesserons, 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.

Version history[edit]