Shambler
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
![]() | Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
Shambler
Shamblers are corpses which have been reanimated by archotechnology. They attack relentlessly and are immune to pain, but expire again after after a short period of movement.
Occurrence[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General occurrence, when animals vs humans. non raid sources etc. |
Missing vital body parts do not prevent a corpse from being raised. The raising process regenerates them instead.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Metric ton of check tags, also description of expiry time, how to check, different times form different sources maybe images
|
Shamblers are creatures who are reanimated from death.
Any creature other than ghouls and mechanoids can be reanimated into a shambler, however most shamblers that spawn will be humanoid.
Spawned shamblers will be hostile to any living humanoids[Only?] they encounter, while shamblers created by the player action, such as from deadlife shells will not be hostile to colonists.[Allies?][Wb non-player sourced?]
In combat, they act and fight largely[Reports of more health?] as though they are unarmed[Body part weapons?] pawns of the type they were when alive, assuming they retain the relevant body parts for the attacks in question, however they feel no pain. Human shamblers still display the skills they had in life.[Effects?] Traits such as tough and nimble still apply their respective bonuses,[Verify] as do non-ability genes that affect statistics and skills that shamblers are still capable of performing.[Verify]
Boomalope, boomrat, and toxalope shamblers do not explode when killed. Chimeras do retain their Rage Speed ability, and shambler noctols keep their light exposure weakness.[Gorehulk spines?][Fleshbeast spines?]
Human shamblers benefit from any armor they are wearing. Some[Which?] utility items can be fired while equipped by a shambler if the specific utility item trigger is met: shield belts are always active, firefoam pop packs trigger near fire, tox packs trigger in melee, low-shield packs
trigger when receiving ranged damage, and smokepop packs trigger when receiving turret[Turret only?] damage.
Human shamblers can still crawl, but unlike raiders or colonists, they retain some offensive capability and can still attack.[Detail needed]
Shamblers can get heatstroke and hypothermia, and have heart attacks, but feel no pain.[What else?] Human shamblers without 100% Toxic Environment Resistance suffer from tox gas but not toxic buildup
or rot stink.
All shamblers are psychically deaf, they can be teleported around with the skip psycast
but are otherwise immune to psychic crowd control.
Upon dying, the shambler's corpse will be rotting regardless of whether it was fresh beforehand.[Corpse HP damage effect] There is a small chance[Detail needed] that a shambler will drop bioferrite or a shard upon death.
A dead shambler that is resurrected with a resurrector mech serum returns to life as a living creature, not as a shambler. Notably, at the time of writing, this can cure luciferium addictions and is the only way to do so.
Containment[edit]
The bioferrite yield of a shambler is determined by the Body Size of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated Megasloth will yield 4. Reanimated entities ignore this calculation and will retain their original bioferrite yield before reanimation.
Using an Electroharvester on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.
Analysis[edit]
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location. They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately. The ritual to summon, a Creepjoiner with the shambler overlord ability, deadlife packs, deadlife shells, and IED deadlife traps in strategically positioned corpse stockpiles are potentially useful for this purpose.
Despite the name, most Shamblers move at nearly the same speed as a healthy pawn. They are only capable of melee attacks, and they are fairly durable. A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.
Animal and Entity Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to Manhunters with enhanced toughness and immunity to pain.
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a holding spot or holding platform will not die from metabolic exhaustion, and thus can be held indefinitely.
That being said, capturing a significant number is challenging, as "downed" humanoid shamblers will not stay still to be captured at your convenience, effectively allowing them to threaten your pawns as long as they live; unless you have a large colony or intricate set up, capturing more then a couple of shamblers per hoard is challenging, and more so than what it is worth.
On the flip side, non-humanoid Shamblers are usually found in smaller groups and do not continue fighting once downed, allowing them to be more easily captured and farmed. Additionally as bioferrite production scales to body size, they can provide outsized amounts for their actual difficulty in downing and capturing.
Note that Shamblers that are in the process reviving have a tiny window of them being on the ground but not yet active and hostile, but the issue being that they tend to revive in the hands of the captor as they are being chained to a holding spot. If the speed of chaining could be increased, one could hold on to large corpses, expose them to deadlife dust from any source, and capture them immediately in a holding spot to become a on-demand source of research, bioferrite and power.[Verify Paragraph Content]
Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded who died with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.[Details]
Version history[edit]
- Anomaly DLC Release - Added.