Trispike

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Trispike

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

Type
EntityBasic
Flammability
125%

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
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
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)
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
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.

Fight from a walled-up room to prevent splitting fingerspikes from landing near you


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 Health
Head 8
Skull 8
Brain 3
Nose 3
Neck 8
Jaw 6
Eye [1]
(left, right)
3
Ear
(left, right)
3
Body 12
Kidney[2]
(left, right)
5
Lung[2]
(left, right)
5
Liver[2] 6
Heart[2] 5
Spine[2] 8
Stomach[2] 6
Limbs
(left, right, fore, hind)
9
Appendage
(left, right, fore, hind)
6
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Attack table

  • Trispike Trispike
    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%
    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]