Difference between revisions of "Sightstealer"

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{{Infobox main<!-- Add infobox category here -->
 
{{Infobox main<!-- Add infobox category here -->
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| name = Sightstealer
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| image = Sightstealer.png
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| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.
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The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.
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== Acquisition ==
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The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a [[disruptor flare]] forcing it out of this state. Once it's out of this state it can be freely downed and captured.
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== Summary ==
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Relatively weak entities that feel [[pain]], [[bleeding|bleed]], and are susceptible to [[disease]]. Sightstealers will trigger [[proximity detector]]s when in range. However, the proximity detector will not reveal it.  They can also walk through traps without triggering them.
  
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
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Sightstealers can occasionally howl when downed or killed. These howls will attract a pack of sightstealers (essentially a sightstealer raid) to attack the colony; their arrival time ranges from a few hours to a few days. The pack will approach the colony and become visible when moving to attack a pawn or active, friendly [[mechanoid]]{{BiotechIcon}}. 1-2 [[Shard]]s can be acquired from destroying the pack.
  
| name = Sightstealer
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=== Yield ===
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Contained Sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].
  
INTRO TEXT
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=== Containment ===
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The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic holding spot to contain it with minimal risk.
  
== Acquistion ==
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== Analysis ==
The sightstealer will randomly wonder onto the map in an invisible state. It will reveal itself when it either gets closed to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured.
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A single Sightstealer is unlikely to be a threat to even a group of brand new colonists. A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens. They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.
  
==Containment==
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A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.
The sightstealer is fairly weak, requiring only 30 containment strength. this means you can use a small steel box to contain it.
 
[[File:Get wrecked idiot|thumb|a sight stealer in a box worthy of its containment, notice the wooden wall and holding spot in place of a steel holding platform]]
 
  
== Summary ==
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Sightstealers are extremely vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers. If the colony contains a [[mechanitor]]{{BiotechIcon}}, [[scyther]]s, [[scorcher]]s, [[tesseron]]s, and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.
He's a silly lil fella who looks like a withered humanoid. very very weak.
 
  
== Analysis ==
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== Version history ==  
He think he baller
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* [[Anomaly DLC]] Release - Added.
  
CATEGORIES GO HERE
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[[Category: Entities]]

Latest revision as of 10:41, 1 May 2024

Sightstealer

Sightstealer

Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.

Base Stats

Type
[[{{{type}}}]]

The sightstealer is an entity added by the Anomaly DLC. It is likely to be one of the first anomalous entities a colony will encounter.

Acquisition[edit]

The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a disruptor flare forcing it out of this state. Once it's out of this state it can be freely downed and captured.

Summary[edit]

Relatively weak entities that feel pain, bleed, and are susceptible to disease. Sightstealers will trigger proximity detectors when in range. However, the proximity detector will not reveal it. They can also walk through traps without triggering them.

Sightstealers can occasionally howl when downed or killed. These howls will attract a pack of sightstealers (essentially a sightstealer raid) to attack the colony; their arrival time ranges from a few hours to a few days. The pack will approach the colony and become visible when moving to attack a pawn or active, friendly mechanoidContent added by the Biotech DLC. 1-2 Shards can be acquired from destroying the pack.

Yield[edit]

Contained Sightstealers yield 1.6 bioferrite per day when attached to a Bioferrite harvester.

Containment[edit]

The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with minimal risk.

Analysis[edit]

A single Sightstealer is unlikely to be a threat to even a group of brand new colonists. A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens. They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.

A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous. Effectively a blessing to most colonies, providing an easy source of beginning research. Their weakness and stealth give them practically no defensive application.

Sightstealers are extremely vulnerable to fire. A pawn armed with an incendiary launcher, molotov cocktails, or incinerator can easily cripple even a pack of sightstealers. If the colony contains a mechanitorContent added by the Biotech DLC, scythers, scorchers, tesserons, and centipede burners are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.

Version history[edit]