|This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled.|
A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
- Medical Items – Body Parts
- Tech Level
- Melee Attack 1
22 dmg (Stab)
2.6 seconds cooldown
38% armor penetration
- Melee Average DPS
- Melee Average AP
- Required Research
- Compact weaponry
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
The Knee Spike is an implant that gives an attack with 38% AP and 8.46 DPS. Like all Implant Weapons, it can only be installed on a natural limb, not a prosthetic or bionic limb.
Knee spikes can be crafted at a Machining table once the Compact weaponry research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require 40 Steel, 7 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
It can also be found on Raiders, bought at traders and acquired through Quests
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Summary stuff goes here
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 has a chance[What Chance?] to be destroyed.
The Knee Spike is slightly superior to a steel longsword of normal quality, with 0.98x the DPS made up for by 1.15x the AP. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game. They may still generally increase DPS by replacing or supplementing the weaker Handle attacks that occur 25% of the time, but the gain is small and the trade-off in bionics discussed below may not be worth it. Note that by adding additonal attack 'verbs' (as colonists normally cannot attack with their legs) you may make attacks with the more powerful melee options less likely.
As ranged weapons typically fair poorly when used in melee combat and knee spikes can installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on bionic or archotech legs. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior Elbow blade and forgoing a bionic or archotech arm may be a better option. As the effect of Manipulation on Shooting Accuracy is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit from heightened manipulation ability, such as hunters, haulers and cleaners. If both bionic arms and legs are preferred, Venom fangs offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.
Similar to the Elbow Blade, the Knee Spike does not count as a weapon in regards to slave suppression. If managing slave weaponry is too cumbersome or your slaves are frequently in danger this can provide some help, at the cost of increasing the danger posed by slave rebellion (not the frequency, but the potentially rebelling slaves now deal more damage) As of the changes to melee verb selection in 1.1.2610, installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.
- Royalty DLC Release - Added.
- 1.1.2598 - buffed from 22% AP and 7.50 DPS to 38% AP and 8.46 DPS.