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{{For|the uncraftable [[jade]] variant|jade knife}}
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{{for|the uncraftable [[jade]] variant|jade knife}}{{infobox main|weapon|
{{Infobox main|weapon
 
 
| name = Knife
 
| name = Knife
| image = Knife.png
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| image = Knife.png|Knife
 
| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
 
| description = One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.
 
| description = One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.
| tech level = Neolithic
 
 
| class = Neolithic
 
| class = Neolithic
 
| meleeattack1dmg = 9
 
| meleeattack1dmg = 9
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| damage type = Sharp
 
| damage type = Sharp
 
| mass base = 0.5
 
| mass base = 0.5
| has quality = True
 
 
| weaponTags = MedievalMeleeBasic, NeolithicMeleeBasic
 
| weaponTags = MedievalMeleeBasic, NeolithicMeleeBasic
 
}}
 
}}
The '''knife''' is a primitive, sharp melee weapon. It deals a low amount of damage, but has a short cooldown, making it friendlier to unskilled users.
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The '''knife''' is a primitive melee weapon, it that does a low amount of damage, has a short cooldown, and deals sharp damage. As is typical with any sharp weapon, knife attacks cause bleeding, and generally fares poorly against armor when compared to blunt weapons. Due to its low cooldown, knives are skill-friendly weapons; even if a pawn equipped with a knife misses their attack, another attack will follow not long after.
  
 
== Acquisition ==
 
== Acquisition ==
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Knives can be crafted at the [[crafting spot]], [[fueled smithy]] or [[electric smithy|smithy]] with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. It can also be purchased from any outlander and orbital combat suppliers, or obtained from [[outlander]] and [[pirate]] [[raider]]s drops.
 
Knives can be crafted at the [[crafting spot]], [[fueled smithy]] or [[electric smithy|smithy]] with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. It can also be purchased from any outlander and orbital combat suppliers, or obtained from [[outlander]] and [[pirate]] [[raider]]s drops.
 
A plasteel knife is given at the beginning with [[Scenario system#Crashlanded|Crashlanded]] scenario.
 
  
 
== Analysis ==
 
== Analysis ==
Knives are low-tier melee weapons, being cheap and fast to produce.
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Knives are low-tier melee weapons with a slightly below average damage output, but are cheap and fast to produce. The fact that you can make knives at a [[crafting spot]] makes this weapon very desirable in the early game, especially in hard scenarios, like Naked Brutality. If you have no decent [[Crafting|crafter]], the knife is a good option, as no weapon will be high-quality and you will level up a crafter more quickly.
 
 
=== Crashlanded ===
 
In the Crashlanded [[scenario]], you receive a normal [[quality]] [[plasteel]] knife. This is roughly as strong as a normal steel [[longsword]], and stronger than most other steel weapons of normal quality. Compared to the longsword, the knife attacks faster for less damage per hit, and is marginally worse against armor.
 
 
 
The quick attacks also help colonists with low melee skill, who might want to train melee due to a passion or a trait like [[brawler]].
 
 
 
=== Naked Brutality ===
 
As you can make knives in a [[crafting spot]], they can be useful in Naked Brutality and other low-resource [[scenario]]s. But, if you have at least 2 Crafting, [[short bow]]s should be go-to weapon. As a ranged weapon, the short bow is generally better for combat, ''and''' it lets you hunt 0% manhunter animals without getting hurt (even docile animals will retaliate if struck in melee). If wood isn't available (e.g. in an [[ice sheet]] or [[desert]]), you might have to make a knife, as they can be made out of steel.
 
 
 
In terms of melee weapons, [[Club]]s are your direct crafting spot alternatives. Clubs have 2 advantages over knives: they can be made out of [[wood]], and they have no [[quality]]. While a steel club is worse than a "normal" quality steel knife, they are better than a poor or awful knife. Also note, that as blunt weapons, clubs are less likely to cause bleeding or decapitate limbs. This makes them somewhat worse in combat, but better if you want to capture.
 
 
 
Considering metals other than steel: a [[plasteel]] knife (normal or better) is better than any club, and a [[uranium]] club is better than a uranium knife.
 
 
 
=== Crafting knives===
 
<!-- Commented out due to needing verification
 
Smithing unlocks a variety of weapons. Despite the [[gladius]] and [[ikwa]] being more expensive, both are ''worse'' than the knife (of the same material/quality). Why is this?
 
* '''The [[melee verb selection]] system''', introduced in 1.1. Each weapon has multiple attacks, or ''verbs'', with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" {{DPS}} of 7.23, rather than the gladius' 7.13 or ikwa's 6.75.
 
* '''The impact of [[Damage types#Cut|''Cut'']] damage type.''' Of the 3 weapons, knives are the most likely to deal Cut damage. Whenever a Cut attack is rolled, it has a chance to ''cleave''. When a weapon cleaves, it deals 140% damage, spread throughout body parts.
 
: While cleaving reduces the chance to destroy body parts, it deals more [[pain]], which gets enemies into [[pain shock]] faster. Pain shock is the most common way to disable enemies in combat, ''much'' more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat.
 
 
 
: ''Stab'' has the advantage of superior damage to internal body parts. However, gladii won't instakill the heart at most reasonable qualities, and the chance of hitting the same organ 2 times in a row is miniscule.
 
 
 
[[Mace]]s deal less DPS, but as they do Blunt damage, they have a substantial niche compared to the knife. Once [[longsword]]s are available, knives are statistically worse than a sword (assuming same material/quality).-->
 
  
You could make knives in order to train Crafting skill, but as clubs can be made of wood or stone, they are generally the better option. Once an [[electric smithy]] is available, [[plate armor]] requires more work and can be made out of wood.
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That being said, the [[gladius]] offers significantly better performance for little more in the way of resource costs and more time to craft. When you have a colonist with good crafting skill (crafting level > 7 or so) and can build a [[Fueled smithy|fueled smithy]] or [[Electric smithy|electric smithy]], then this is the moment to upgrade to the [[gladius]] or [[Longsword]], and have a good chance to produce excellent or better [[quality]] weapons.  
  
{{Weapon Stats Table}}
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A plasteel knife* can be as good as a steel longsword (of roughly equivalent [[quality]]), dealing less damage per hit but with less cooldown between attacks. Overall this yields a little more DPS but with lower penetration, making it good in the early game against "softer" (unarmored) targets and for colonists with low melee skill but great potential (e.g. skill < 6 but with [[Skills#Passion|passion]] in melee, and/or the [[brawler]] trait. (Or for those with a low shooting skill with no passion, and so little prospect to improve there).
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: (* like the normal-quality one start your three colonists start with if you [[Scenario system#Crashlanded|crashlanded]])
  
== Styles ==
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Against armor, a knife actually performs slightly better than its gladius counterpart, probably owing to the shorter cooldown. That being said, a [[Materials#Stone Blocks|stone]] [[club]] still performs considerably better than either. When talking about plasteel, the knife continues to outperform its steel gladius equivalent, but the steel [[club]] is still better here.
{{Ideology|section=1}}
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 
  
<gallery>
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{{Weapon Material Table}}
Knife.png|Base variant
 
HoraxianKnife.png|Horaxian{{AnomalyIcon}}
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
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</gallery>
 
</gallery>
  
{{Nav|weapon|wide}}
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[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
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{{nav|weapon|wide}}
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Knives]]
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[[Category:Weapons]]
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[[Category:Equipment]]

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