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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
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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
 
}}
 
}}
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Knives are low-tier melee weapons, being cheap and fast to produce.
 
Knives are low-tier melee weapons, being cheap and fast to produce.
  
=== Crashlanded ===
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===Crashlanded start===
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.  
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A normal [[quality]] [[plasteel]] knife is roughly as strong as a normal steel [[longsword]], and stronger than most other steel weapons. 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 (< 6), who might want to train melee due to a passion or a trait like [[brawler]].
  
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]].
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===Crafted knives===
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As you can make knives in a [[crafting spot]], creating knives can be useful in Naked Brutality and other low-resource [[scenario]]s. But, provided you have 2 Crafting, the [[short bow]] should be your go-to weapon. As a ranged weapon, it is better for defense, ''and'' lets you hunt 0% manhunter animals without getting hurt (even docile animals will retaliate in melee).
  
=== Naked Brutality ===
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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]], which has nearly the same {{DPS}} as a [[steel]] club, and they have no [[quality]]. While a wood club is worse than a "normal" quality steel knife, they are better than a poor or awful knife. If there are other ore deposits around, a [[plasteel]] knife is better than any club, and a [[uranium]] club is better than a uranium 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.
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.
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As soon as you have access to Smithing, the [[gladius]] of the same material is slightly more expensive, but significantly better in combat. Knives could be used to train Crafting skill, but as clubs can be made of wood or stone, they are generally the better option.
  
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.
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{{Weapon Material Table}}
 
 
=== 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.
 
 
 
{{Weapon Stats Table}}
 
 
 
== Styles ==
 
{{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>
 
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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