Toughspike

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Toughspike

Toughspike

A fleshy man-sized creature with two spiked limbs and an armored carapace. Toughspikes throw hardened keratin spikes to take down victims from a distance.
Toughspike corpses will dissolve into puddles of liquefied flesh if they're not butchered quickly.


Base Stats

Type
EntityBasic
Flammability
125%

Armor

Armor - Sharp
20%
Armor - Blunt
16%

Pawn Stats

Combat Power
70
Move Speed
4.3 c/s
Health Scale
100% HP
Body Size
1
Mass
60 kg
Filth Rate
1
Diet
none
Life Expectancy
15 years
Trainable Intelligence
None
Toxic Resistance
50%
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
Twisted meat 70 Twisted meat

Ranged Combat

Mode
Single-Shot
Damage
9 dmg (RangedStab)
Armor penetration
100%
Warm-Up
30 ticks (0.5 secs)
Cooldown
120 ticks (2 secs)
Range
5.9 tile(s)
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
3.6

Melee Combat

Attack 1
Left spike (Spike)
7 dmg (Stab)
10 % AP
2 second cooldown
Attack 2
Right spike (Spike)
7 dmg (Stab)
10 % AP
2 second cooldown
Attack 3
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.17

Containment

Min Containment Strength
50
Knowledge Gain
2 Basic
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 2/day
Gets Cold Bonus
true
Min Monolith Level For Study
1
Held on Spot or Platform
true
Escape Interval
MTB 60 days
Technical
defName
Toughspike


Toughspikes are entities, and type of fleshbeast, added by the Anomaly DLC.

Occurrence[edit]

Toughspikes can occur in most instances that fleshbeasts generally do, including Fleshbeast attacks, in the Undercave, erupting from a Bulbfreak or Dreadmeld, as the result of Draw fleshbeasts, present at Distress call quest sites, and as a result of the twisted obelisk's random mutations of wildlife.[Which?]

Summary[edit]

The most robust fleshbeast. Their ranged attack is strongest so it's best to engage in melee if you can't outrange them. They don't split into smaller fleshbeasts and they are the only fleshbeast that will leave a corpse when killed.

Analysis[edit]

The closest thing that fleshbeasts have to a tanky unit, toughspikes are relatively robust in physiology compared to any other fleshbeast that isn't a dreadmeld, about on par with a human.

Their damage output isn't very high, so most melee-focused pawns can fight a toughspike one-on-one. However, as is the case when engaging in melee with any fleshbeast, colonists that suffer any injury from it will become vectors for a new metalhorror infection to start.

Among entities, Toughspikes are unique for the ease with which they can be permanently immobilized for risk-free bioferrite collection. See the Bioferrite page for further details.

Health[edit]

Body parts[edit]

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

Body Part HP C[1] TC[2] Parent I[3] Capacity[4] Effect if
Destroyed/Removed
FV[5]
Torso 40 1 100% 30.6% N/A[6] Ex.png - Death
Spine 25 1 2.5% 2.5% Torso Check.png Moving
−100% Moving[7]
Stomach 20 1 2.5% 2.5% Torso Check.png Digestion
−50% Digestion
Heart 15 1 2% 2% Torso Check.png Blood Pumping
Death
Lung 15 2 2.5% 2.5% Torso Check.png Breathing
−50% Breathing.
Death if both lost.
Kidney 15 2 1.7% 1.7% Torso Check.png Blood Filtration −50% Blood Filtration.
Death if both lost.
Liver 20 1 2.5% 2.5% Torso Check.png Digestion
Death
Neck 25 1 7.5% 1.5% Torso Ex.png Eating
Talking
Breathing
Death
FleshbeastHead 25 1 80% 3.48% Neck Ex.png - Death
Skull 25 1 18% 0.216% FleshbeastHead Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 80% 0.864% Skull Ex.png Consciousness
Death
Always scar.
Eye 10 2 7% 0.42% FleshbeastHead Ex.png Sight
−25% Sight.
−100% if both lost.
Always scar.
0% Hit Chance against Blunt damage.
Jaw 20 1 10% 0.6% FleshbeastHead Ex.png Eating
Talking
−100% Talking
−90% Eating
Shoulder 30 2 12% 2.76% Torso Ex.png Manipulation
−50% Manipulation.
−100% if both lost.
FleshbeastSpike 40 2 77% 9.24% Shoulder Ex.png Manipulation
−50% Manipulation.
−100% if both lost.
Never scars
0.1
FleshbeastLeg 30 2 10% 10% Torso Ex.png Moving
−50% Moving.
−100% if both lost.
0.1
  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. Inside. A flag used for some combat calculations. Usually meant for parts inside another one rather than merely attached.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. Frostbite Vulnerability
  6. This is the part that everything else connects to to be considered 'connected'.
  7. If Moving drops below 16% a pawn cannot move.

Armor[edit]

Armor

Attack table

  • Toughspike Toughspike
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 3.5
    (2.17)
    - - 10% -
    LeftSpike
    (Stab)
    3.5
    (2.17)
    7 2s 10% 50%
    RightSpike
    (Stab)
    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.

    Version history[edit]