Sightstealer
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
| Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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
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
70 Twisted meat- Leather Yield
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)
- Min Monolith Level For Study
- 1
- Held on Spot or Platform
- true
- Escape Interval
- MTB 60 days
- 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:
- In the sightstealer arrival event.
- When a creepjoiner becomes hostile due to friendly fire and has the Sightstealer attack drawback.
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,
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.
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] | Torso | - | Death | |
| Neck | 18.75 | 1 | 7.5% | 1.5% | Torso | Neck | Eating Talking Breathing |
Death | |
| Head | 18.75 | 1 | 80% | 1.74% | Neck | UpperHead FullHead HeadAttackTool[6] |
- | Death | |
| Skull | 18.75 | 1 | 18% | 0.216% | Head | UpperHead Eyes FullHead |
- | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 7.5 | 1 | 80% | 0.864% | Skull | UpperHead Eyes FullHead |
Consciousness |
Death Damage always results in scarring. | |
| Eye | 7.5 | 2 | 7.0% | 0.42% | Head | 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 | UpperHead FullHead |
Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
| Nose | 7.5 | 1 | 10% | 0.6% | Head | FullHead | - | −15 Disfigured Social penalty | |
| Jaw | 15 | 1 | 15% | 0.8991% | Head | 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 | FullHead | Talking | −100% Talking and −50% Eating −15 Disfigured Social penalty | |
| Waist[9] | 7.5[8] | 1 | 0% | 0% | Torso | Waist | - | N/A | |
| Spine | 18.75 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
×0 Moving[10] | |
| Ribcage | 22.5 | 1 | 3.6% | 3.6% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
| Sternum | 15 | 1 | 1.5% | 1.5% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
| Stomach | 15 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
−50% Digestion | |
| Heart | 11.25 | 1 | 2.0% | 2.0% | Torso | Torso | Blood Pumping |
Death | |
| Lung | 11.25 | 2 | 2.5% | 2.5% | Torso | Torso | Breathing |
−50% Breathing. Death if both lost | |
| Kidney | 11.25 | 2 | 1.7% | 1.7% | Torso | Torso | Blood Filtration | −50% Blood Filtration. Death if both lost | |
| Liver | 15 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
Death | |
| Shoulder | 22.5 | 2 | 12% | 1.68% | Torso | Shoulders | Manipulation |
−50% Manipulation. −100% if both lost | |
| Clavicle | 18.75 | 2 | 9.0% | 1.08% | Shoulder | Torso | Manipulation |
Cannot be destroyed Up to −48% Manipulation. Increasing Pain based on damage. | |
| Arm | 22.5 | 2 | 77% | 6.0984% | Shoulder | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
| Humerus | 18.75 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
| Radius | 15 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
| Hand | 15 | 2 | 14% | 0.827904% | Arm | Hands | Manipulation |
−50% Manipulation. −100% if both lost Can no longer use Fist attack[11] | |
| Pinky | 6 | 2 | 6.0% | 0.077616% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
| Ring Finger | 6 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
| Middle Finger | 6 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
| Index Finger | 6 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
| Thumb | 6 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
| Pelvis | 18.75 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
Cannot be destroyed Up to −96% Moving. Increasing Pain based on damage. | |
| Leg | 22.5 | 2 | 14% | 9.8% | Torso | Legs | Moving |
−50% Moving. −100% if both lost | |
| Femur | 18.75 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
| Tibia | 18.75 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
| Foot | 18.75 | 2 | 10% | 0.854% | Leg | Feet | Moving |
−50% Moving. −100% if both lost | |
| Little Toe | 6 | 2 | 6.0% | 0.084% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
| Fourth Toe | 6 | 2 | 7.0% | 0.098% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
| Middle Toe | 6 | 2 | 8.0% | 0.112% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
| Second Toe | 6 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
| Big Toe | 6 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost |
- ↑ 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.
- ↑ What apparel coverage covers this body part.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
- ↑ A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
- ↑ 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
- ↑ Called "Utility Slot" in game.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
- ↑ 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
| 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% | |
- ↑ 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.
Gallery[edit]
Version history[edit]
- Anomaly DLC Release - Added.
