Difference between revisions of "Sightstealer"

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== Acquisition ==
 
== Acquisition ==
The sightstealer will randomly wander onto the map in an invisible state. It will reveal itself when it either gets close 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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The Sightstealer will randomly wander onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a [[disruptor flare]] or [[proximity detector]], forcing it out of this state. Once it's out of this state it can be freely downed and captured.
  
 
== Summary ==
 
== Summary ==
They feel pain, bleed, and are susceptible to disease.
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Relatively weak entities that feel [[pain]], [[bleeding|bleed]], and are susceptible to [[disease]].
  
 
=== Yield ===
 
=== Yield ===
Sightstealers yield 1.6 bioferrite per day.
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Contained Sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite extractor]].
  
 
=== Containment ===
 
=== Containment ===
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 zero risk.
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The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden [[wall]]s and a basic holding spot to contain it with zero risk.
  
 
== Analysis ==
 
== Analysis ==

Revision as of 15:29, 19 April 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
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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.

Acquisition

The Sightstealer will randomly wander onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a disruptor flare or proximity detector, forcing it out of this state. Once it's out of this state it can be freely downed and captured.

Summary

Relatively weak entities that feel pain, bleed, and are susceptible to disease.

Yield

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

Containment

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 zero risk.

Analysis

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.

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