Difference between revisions of "Venom fangs"

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{{Royalty}}{{infobox main|
+
{{Royalty}}
 +
{{Infobox main
 
| name = Venom fangs
 
| name = Venom fangs
| image = Health item prosthetic.png|Venom fangs
+
| image = Health item prosthetic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 +
| tech level = Industrial
 
| description = A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target.
 
| description = A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target.
 
| class =  
 
| class =  
 
| meleeattack1dmg = 15
 
| meleeattack1dmg = 15
| meleeattack1type = Toxic Bite
+
| meleeattack1type = Toxic bite
| meleeattack1part = Venom Fangs
+
| meleeattack1part = Venom fangs
 
| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 22
 
| meleeattack1ap = 22
 +
| body part = Teeth
 
| MeleeWeaponAverageDPS = 7.5
 
| MeleeWeaponAverageDPS = 7.5
 
| MeleeWeaponAverageAP = 22
 
| MeleeWeaponAverageAP = 22
 
| mode = Melee
 
| mode = Melee
 +
| production facility 1 = Machining table
 +
| research = Poison synthesis
 +
| skill 1 = Crafting
 +
| skill 1 level = 5
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 40
 
| resource 1 amount = 40
Line 23: Line 30:
 
| marketvalue = 355
 
| marketvalue = 355
 
| max hit points base = 50
 
| max hit points base = 50
 +
| tradeTags = ImplantEmpireCommon
 +
| techHediffsTags = AdvancedWeapon
 +
| thingSetMakerTags = RewardStandardLowFreq
 
}}
 
}}
The '''Venom Fangs''' gives a pawn that's been implanted with it an attack with 15 AP and 7.5 DPS, and inflicts [[Ailments#Toxic buildup|Toxic Buildup]] at roughly 1.5% per damage dealt.
+
'''Venom fangs''' are an [[artificial body part]] that gives a pawn implanted with them an additional attack that inflicts [[toxic buildup]] on the target.
  
 
== Acquisition ==
 
== Acquisition ==
Venom fangs can only be made at [[Machining table]] and require [[Research#Poison Synthesis|Poison Synthesis]] to be researched in order to be constructed. This research requires the use of the relevant [[Techprint]]. Venom fangs require 40 {{icon|metal}} [[steel]] and 7 {{Icon|component}} [[component]]s.  They require a crafting skill of 5.
+
Venom fangs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward.
+
The required techprint can be obtained either through trade or can be earned as a [[quests|quest]] reward. The part itself can be obtained by exotic [[traders]], quests or found on [[raiders]] and visitors.
 +
 
 +
== Summary ==
 +
A venom fang is a prosthetic that can be installed into a pawn's natural jaw. It does not pawn's replace the functions of the jaw or the natural bite attack. Whenever the venom fangs deal damage, it applies [[toxic buildup]], at a rate of 1.5% buildup severity per 1 HP damage dealt. The severity inflicted is multiplied by the [[Toxic Resistance]] of the target and is inversely proportional to the [[body size]] of the target.
 +
 
 +
Due to the [[melee verb selection]] mechanic, a pawns best possible attack will be used predominantly. This means that the venom fangs will be their primary weapon if they aren't wielding a melee weapon or have a physically stronger prosthetic. If a pawn does have a better melee attack, then venom fangs will still improve damage as it replaces "Mid" damage attacks like fists and handle hits.
 +
 
 +
Pawns will not use the venom fangs in social fights, instead using the baseline bite attack.
 +
 
 +
=== Installation ===
 +
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 
 +
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 
 +
If the operation fails, the part will be destroyed.
  
 
== Effectiveness ==
 
== Effectiveness ==
 
+
The venom fang is a somewhat weak melee implant that can inflict the toxic buildup debuff when used. It is weaker then a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, and falls even further away against [[armor]]ed foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis [[techprint]], and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option.
The venom fang is a somewhat weak melee implant that can inflict the [[toxic buildup]] debuff when used. It is weaker then a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, and falls even further away against [[armor]]ed foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis [[techprint]], and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option.
 
  
 
The primary benefit of fangs over other implanted melee weapons is that it blocks neither artificial arms nor artificial legs from also being used.
 
The primary benefit of fangs over other implanted melee weapons is that it blocks neither artificial arms nor artificial legs from also being used.
Line 40: Line 63:
  
 
== How to capture an enemy alive ==
 
== How to capture an enemy alive ==
 
+
This exact method is also applicable to the [[venom talon]].
This exact method is also applicable to the [[venom talon]]
 
  
 
=== Method ===
 
=== Method ===
 +
This method requires both the [[Psycasts#Skip|skip]] and [[Psycasts#Painblock|painblock]] psycasts. Other [[psycast]]s, such as [[Psycasts#Invisibility|invisibility]] and [[Psycasts#Neural heat dump|neural heat dump]], are helpful but not strictly necessary. Make sure your venom fang pawns '''do not have melee weapons''', as otherwise they they will select that more powerful weapon over the fangs.
  
This method requires both the skip and painblock [[psycast]]s. Other [[psycast]]s, such as invisibilty and neural heat dump, are helpful but not strictly necessary. Make sure your venom fang pawns '''do not have melee weapons''', as otherwise they they will select that more powerful weapon over the fangs.
+
You will need two groups of pawns, a psycaster and venom fang toothed pawn(s). While you can have your psycaster also be the one to have the venom fangs, this increases the neural heat cost greatly as more skip psycasts will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming [[raider]] beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom fang pawns should be in a sectioned off area either behind a wall or within a [[defense structures|bunker]] with a [[door]] held open, though if you have a high number of venom fang pawns such as 4 or 5, you can down [[raiders]] quickly and reliably enough such that separating them behind a wall/[[defense structures|bunker]]is not needed.
  
You will need two groups of pawns, a psycaster and venom fang toothed pawn(s). While you can have your psycaster also be the one to have the venom fangs, this increases the neural heat cost greatly as more skip [[psycast]]s will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming [[raider]] beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom fang pawns should be in a sectioned off area either behind a wall or within a [[defense structures|bunker]] with a [[door]] held open, though if you have a high number of venom fang pawns such as 4 or 5, you can down [[raiders]] quickly and reliably enough such that separating them behind a wall/[[defense structures|bunker]]is not needed.
+
Find the [[raider]] you wish to capture alive and use the skip psycast to move them through the open doorway and in melee range of your venom fang pawns. You may have to use multiple skip psycasts to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough [[psycast#Neural_Heat|neural heat]] capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump psycast on. You '''''must then cast the painblock psycast''''' as otherwise they may go into [[pain|pain shock]] before reaching extreme [[toxic buildup]], which will cause the dice to roll likely killing them. Once this is done run, skip, or [[jump pack|jump]] your psycaster to safety.
 
 
Find the [[raider]] you wish to capture alive and use the skip [[psycast]] to move them through the open doorway and in melee range of your venom fang pawns. You may have to use multiple skip [[psycasts]] to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough [[psycast|neural heat]] capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump [[psycast]] on. You '''''must then cast the painblock [[psycast]]''''' as otherwise they may go into [[pain|pianshock]] before reaching extreme [[toxic buildup]], which will cause the dice to roll likely killing them. Once this is done run, skip, or [[jump pack|jump]] your psycaster to safety.
 
  
 
Have your venom fang pawns close the [[door]] that was held open to ensure the aren't disturbed by other [[raiders]], and the melee the raider you skipped to them. After some attacks the [[raider]] should reach extreme [[toxic buildup]] and be downed, where you can then move your venom fanged pawns to fight the rest of the [[raid]] like normal.
 
Have your venom fang pawns close the [[door]] that was held open to ensure the aren't disturbed by other [[raiders]], and the melee the raider you skipped to them. After some attacks the [[raider]] should reach extreme [[toxic buildup]] and be downed, where you can then move your venom fanged pawns to fight the rest of the [[raid]] like normal.
  
 
=== Flaws ===
 
=== Flaws ===
 
 
This method of capturing enemies alive is not without its flaws however. Firstly, depending on which [[psycasts]] you have available, your psycaster may have to place themselves dangerously close to the enemy in order to be able to reach the desired target with the skip [[psycast]]'s modest range. This risk can be mitigated by the invisibility [[psycast]] allowing you to get closer without risk, or the mass chaos skip [[psycast]] to spread enemies out, though this can backfire by sending [[raiders]] where you don't want them to go.
 
This method of capturing enemies alive is not without its flaws however. Firstly, depending on which [[psycasts]] you have available, your psycaster may have to place themselves dangerously close to the enemy in order to be able to reach the desired target with the skip [[psycast]]'s modest range. This risk can be mitigated by the invisibility [[psycast]] allowing you to get closer without risk, or the mass chaos skip [[psycast]] to spread enemies out, though this can backfire by sending [[raiders]] where you don't want them to go.
  
 
Secondly, high levels of [[toxic buildup]] can cause [[dementia]] and [[carcinoma]] to form in the people you capture. After '''500 tests from 90% toxic buildup''' there is a:  
 
Secondly, high levels of [[toxic buildup]] can cause [[dementia]] and [[carcinoma]] to form in the people you capture. After '''500 tests from 90% toxic buildup''' there is a:  
*16.4% chance of [[dementia]]
+
* 16.4% chance of [[dementia]]
*6.8% chance of [[carcinoma]]
+
* 6.8% chance of [[carcinoma]]
 
(Tested on [[Version/1.2.2753|version 1.2.2753]])
 
(Tested on [[Version/1.2.2753|version 1.2.2753]])
 +
 +
Dementia causes a permanent -15% brain function, reducing all capacites by -15% while stacking an additional -25% [[hearing]] and [[talking|speaking]], bringing those stats down to 60%. Dementia is only curable by a [[healer mech serum]] or permanent use of [[luciferium]]. Carcinoma, on the other hand, causes extreme amounts of [[pain]] in later stages and will destroy the affected part once severity reaches 100%. Carcinoma, however, can be cured with a rather risky operation, costing 4 [[medicine|industrial]] or [[glitterworld medicine]], a doctor with a [[Skills#Medicine|skill]] of 10 or above, and only has a base chance of 70% to succeed.
  
 
Finally, there is a chance you may kill the [[raider]] you are trying to capture by having them reach 100% [[toxic buildup]]. After '''500 tests''' with venom fangs there is a '''9% chance''' of them dying this way. (Tested on [[Version/1.2.2753|version 1.2.2753]])
 
Finally, there is a chance you may kill the [[raider]] you are trying to capture by having them reach 100% [[toxic buildup]]. After '''500 tests''' with venom fangs there is a '''9% chance''' of them dying this way. (Tested on [[Version/1.2.2753|version 1.2.2753]])
  
== Version History ==
+
You may want to consider all of these risks before using this tactic.
*Added in initial release of Royalty
 
*In Version 1.1.?, buffed from 12% AP and 4.10 DPS to 22% AP and 7.5 DPS. Toxic build up was also improved.
 
  
{{nav|body parts|wide}}
+
== Version history ==
 +
* [[Royalty DLC]] Release - Addded.
 +
* Version 1.1.? - Buffed from 12% AP and 4.10 DPS to 22% AP and 7.5 DPS. Toxic build up was also improved.
  
[[Category: Royalty]]
+
{{Nav|body parts|wide}}
[[Category:Medical Item]]
+
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
[[Category:Body Part]]
 

Latest revision as of 03:48, 17 January 2024

Venom fangs

Venom fangs

A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
355 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Venom fangs
15 dmg (Toxic bite)
22% AP
2 seconds cooldown
Body Part
Teeth
Melee Average DPS
7.5
Melee Average AP
22%

Creation

Crafted At
Machining table
Required Research
Poison synthesisTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 7
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
AdvancedWeapon
tradeTags
ImplantEmpireCommon


Venom fangs are an artificial body part that gives a pawn implanted with them an additional attack that inflicts toxic buildup on the target.

Acquisition[edit]

Venom fangs can be crafted at a Machining table once the Poison synthesis research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require Steel 40 Steel, Component 7 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

The required techprint can be obtained either through trade or can be earned as a quest reward. The part itself can be obtained by exotic traders, quests or found on raiders and visitors.

Summary[edit]

A venom fang is a prosthetic that can be installed into a pawn's natural jaw. It does not pawn's replace the functions of the jaw or the natural bite attack. Whenever the venom fangs deal damage, it applies toxic buildup, at a rate of 1.5% buildup severity per 1 HP damage dealt. The severity inflicted is multiplied by the Toxic Resistance of the target and is inversely proportional to the body size of the target.

Due to the melee verb selection mechanic, a pawns best possible attack will be used predominantly. This means that the venom fangs will be their primary weapon if they aren't wielding a melee weapon or have a physically stronger prosthetic. If a pawn does have a better melee attack, then venom fangs will still improve damage as it replaces "Mid" damage attacks like fists and handle hits.

Pawns will not use the venom fangs in social fights, instead using the baseline bite attack.

Installation[edit]

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.

If the operation fails, the part will be destroyed.

Effectiveness[edit]

The venom fang is a somewhat weak melee implant that can inflict the toxic buildup debuff when used. It is weaker then a normal quality steel longsword against unarmored enemies, and falls even further away against armored foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis techprint, and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option.

The primary benefit of fangs over other implanted melee weapons is that it blocks neither artificial arms nor artificial legs from also being used.

Despite the fact that it is outclassed by all similar weapons in terms of melee capabilities, the ability to cause toxic buildup to enemies allows for some very specific but otherwise useful uses. When fighting an enemy raider there is a high, but random, chance they will be die upon being downed regardless of injuries if the reasons for it are going into painshock or having less than 15% movement. However, if they are downed through other means such as extreme toxic buildup it will bypass this dice roll and they will live. This allows you to capture specific enemy raiders alive in a fairly reliable way.

How to capture an enemy alive[edit]

This exact method is also applicable to the venom talon.

Method[edit]

This method requires both the skip and painblock psycasts. Other psycasts, such as invisibility and neural heat dump, are helpful but not strictly necessary. Make sure your venom fang pawns do not have melee weapons, as otherwise they they will select that more powerful weapon over the fangs.

You will need two groups of pawns, a psycaster and venom fang toothed pawn(s). While you can have your psycaster also be the one to have the venom fangs, this increases the neural heat cost greatly as more skip psycasts will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming raider beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom fang pawns should be in a sectioned off area either behind a wall or within a bunker with a door held open, though if you have a high number of venom fang pawns such as 4 or 5, you can down raiders quickly and reliably enough such that separating them behind a wall/bunkeris not needed.

Find the raider you wish to capture alive and use the skip psycast to move them through the open doorway and in melee range of your venom fang pawns. You may have to use multiple skip psycasts to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough neural heat capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump psycast on. You must then cast the painblock psycast as otherwise they may go into pain shock before reaching extreme toxic buildup, which will cause the dice to roll likely killing them. Once this is done run, skip, or jump your psycaster to safety.

Have your venom fang pawns close the door that was held open to ensure the aren't disturbed by other raiders, and the melee the raider you skipped to them. After some attacks the raider should reach extreme toxic buildup and be downed, where you can then move your venom fanged pawns to fight the rest of the raid like normal.

Flaws[edit]

This method of capturing enemies alive is not without its flaws however. Firstly, depending on which psycasts you have available, your psycaster may have to place themselves dangerously close to the enemy in order to be able to reach the desired target with the skip psycast's modest range. This risk can be mitigated by the invisibility psycast allowing you to get closer without risk, or the mass chaos skip psycast to spread enemies out, though this can backfire by sending raiders where you don't want them to go.

Secondly, high levels of toxic buildup can cause dementia and carcinoma to form in the people you capture. After 500 tests from 90% toxic buildup there is a:

(Tested on version 1.2.2753)

Dementia causes a permanent -15% brain function, reducing all capacites by -15% while stacking an additional -25% hearing and speaking, bringing those stats down to 60%. Dementia is only curable by a healer mech serum or permanent use of luciferium. Carcinoma, on the other hand, causes extreme amounts of pain in later stages and will destroy the affected part once severity reaches 100%. Carcinoma, however, can be cured with a rather risky operation, costing 4 industrial or glitterworld medicine, a doctor with a skill of 10 or above, and only has a base chance of 70% to succeed.

Finally, there is a chance you may kill the raider you are trying to capture by having them reach 100% toxic buildup. After 500 tests with venom fangs there is a 9% chance of them dying this way. (Tested on version 1.2.2753)

You may want to consider all of these risks before using this tactic.

Version history[edit]

  • Royalty DLC Release - Addded.
  • Version 1.1.? - Buffed from 12% AP and 4.10 DPS to 22% AP and 7.5 DPS. Toxic build up was also improved.