Trispike
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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Trispike
A man-sized amalgamation of several smaller fleshbeasts. Each of the creature's limbs is capable of surviving independently. On death, trispikes may split into separate fingerspikes as each limb rips free and attacks.
Base Stats
Pawn Stats
- Combat Power
- 90
- Move Speed
- 4.3 c/s
- Health Scale
- 30% HP
- Body Size
- 1
- Mass
- 60 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 10 years
- Trainable Intelligence
- None
- Toxic Resistance
- 50%
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
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
- Top spike (Spike)
7 dmg (Stab)
10 % AP
2 second cooldown
0.5 chance factor - Attack 4
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.17
Containment
- Min Containment Strength
- 40
- Knowledge Gain
- 2 Basic
- Study Interval
- 120,000 ticks (2 in-game days)
- Gets Cold Bonus
- true
- Min Monolith Level For Study
- 1
- Held on Spot or Platform
- true
- Escape Interval
- MTB 60 days
- defName
- Trispike
Trispikes are entities, and type of fleshbeast, added by the Anomaly DLC.
Occurrence[edit]
Like the fingerspike and toughspike, trispikes are found during most fleshbeast-related incidents, most likely from pit gate emergences, or as reinforcements to protect the fleshmass heart, as well as higher-wealth fleshbeast burrow incidents.
Summary[edit]
Trispikes split into 3 separate fingerspikes on death that land on nearby unoccupied cells.[Detail Needed]
They cannot be butchered, as they leave no corpse behind.
Analysis[edit]
Trispikes are the weakest fleshbeast with the capacity to split into more fleshbeasts. Compared to the toughspike, trispikes are quite fragile due to their low HP multiplier, but this plays into their role as a splitter. Out of the three lesser fleshbeasts, trispikes should be the last to be killed if possible in order to keep the fleshbeast horde within manageable numbers. When trying to keep distance (e.g kiting) other fleshbeasts are higher priority, specially fingerspikes as they're the fastest. Since splitting fingerspikes can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.
Containment[edit]
Trispikes are not a good entity for containment. They're very hard to down without dying, and their productivity is not worth the effort. They can't be easily crippled to prevent escapes and when they eventually do they will most likely will die and split into fingerspikes.
Health[edit]
The body part table is collapsed due to length. Expand to view.
| Body Part Name | HP | N° | C[1] | TC[2] | Parent | I[3] | Capacity[4] | Effect if Destroyed/Removed |
FV[5] |
|---|---|---|---|---|---|---|---|---|---|
| Torso | 12 | 1 | 100% | 30,6% | N/A[6] | - | Death | ||
| Spine | 7.5 | 1 | 2,5% | 0,575% | Torso | Moving |
−100% Moving[7] | ||
| FleshbeastSpike | 12 | 1 | 77% | 1,925% | Spine | Manipulation |
−33% Manipulation. −100% all 3 lost. Never scars |
0.1 | |
| Stomach | 6 | 1 | 2,5% | 2,5% | Torso | Digestion |
−50% Digestion | ||
| Heart | 4.5 | 1 | 2% | 2% | Torso | Blood Pumping |
Death | ||
| Lung | 4.5 | 2 | 2,5% | 2,5% | Torso | Breathing |
−50% Breathing. Death if both lost |
||
| Kidney | 4.5 | 2 | 1,7% | 1,7% | Torso | Blood Filtration | −50% Blood Filtration. Death if both lost |
||
| Liver | 6 | 1 | 2,5% | 2,5% | Torso | Digestion |
Death | ||
| Neck | 7.5 | 1 | 7,5% | 1,5% | Torso | Eating Talking Breathing |
Death | ||
| FleshbeastHead | 7.5 | 1 | 80% | 3,48% | Neck | - | Death | ||
| Skull | 7.5 | 1 | 18% | 0,216% | FleshbeastHead | - | Cannot be destroyed Increasing Pain based on damage. |
||
| Brain | 3 | 1 | 80% | 0,864% | Skull | Consciousness |
Death Always scars. |
||
| Eye | 3 | 2 | 7% | 0,42% | FleshbeastHead | Sight |
−25% Sight −100% if both lost. Always scars. 0% Hit Chance against Blunt damage. |
||
| Jaw | 6 | 1 | 10% | 0,6% | FleshbeastHead | Eating Talking |
−100% Talking −90% Eating |
||
| Shoulder | 9 | 2 | 12% | 2,76% | Torso | Manipulation |
−33% Manipulation. −67% if both lost |
||
| FleshbeastSpike | 12 | 2 | 77% | 9,24% | Shoulder | Manipulation |
−33% Manipulation. −100% all 3 lost. Never scars. |
0.1 | |
| FleshbeastLeg | 9 | 2 | 10% | 80% | Torso | Moving |
−50% Moving −100% if both lost |
0.1 |
- ↑ 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.
- ↑ 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.
- ↑ Inside. A flag used for some combat calculations. Usually meant for parts inside another one rather than merely attached.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ Frostbite Vulnerability
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
Attack table
| 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% | 37.5% | |
| RightSpike (Stab) |
3.5 (2.17) |
7 | 2s | 10% | 37.5% | |
| MiddleSpike (Stab) |
3.5 (2.17) |
7 | 2s | 10% | 25% | |
| 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.
Version history[edit]
- Anomaly DLC Release - Added.
