Skullspike

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Skullspike

Skullspike

A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves.

Base Stats

Type
BuildingMisc
Mass
15 kg
Beauty
0
HP
150
Flammability
0%
Path Cost
30

Building

Size
1 ˣ 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Blocks Wind
True
Terrain Affordance
Medium

Creation

Skill Required
Construction 4
Work To Make
1,600 ticks (26.67 secs)
Stuff tags
Woody, Metallic
Resources to make
Stuff 25 + Skull 1
Deconstruct yield
Stuff 12 - 13 + Skull 0 - 1
Destroy yield
Stuff 6 - 7 + Skull 0 - 1
Technical
thingCategories
BuildingsMisc


A Skullspike is a decoration added by the Ideology DLC. It inflicts terror on slaves and gives a mood buff or debuff to other pawns depending on their ideology.

Acquisition

Constructing a skullspike requires Stuff 25 Stuff (Woody/Metallic), Skull 1 Skull, and 1,600 ticks (26.67 secs) of work. They can be created regardless of ideoligion.

They can also be found in the faction bases of factions with the Skullspike: Desired precept as part of their ideoligion.

Summary

Skullspikes give a mood buff or malus depending on the Skullspike precept. Pawns with Skullspikes: Desired gain a +1 moodlet for being near 1-3 of them, +2 mood for being near 4-8, and +3 mood for being near 9 or more. Pawns with Skullspikes: Disapproved get −1 to −3 mood at the same thresholds.

Worth 25 terror to slaves in a 4 tile radius.

Skullspikes will display the name of the pawn from whom the skull used to construct it was extracted.

Analysis

Skullspikes are a rather cheap way to get up to +3 mood for suitable ideoligions, simply by being near them. Install them in dining/recreation rooms, so that all your pawns will see them.

There is no functional reason to not have the Skullspikes: Desired precept; this precept can be put on any ideoligion, it does not penalize you for not having skulls around, and the Skullspikes: Disapproved precept offers no benefit.

Their improvement in slave suppression is small, and redundant when slaves are in slave collars and slave body straps and not wearing any suppression loss increasing apparel. If there is cause to put slaves in other apparel, then skullspikes are a cheap way to slightly reduce reliance on wardens, especially if they already provide the small mood buff to your colonists.

Material table

  • Material Stuff cost Beauty Work to Build HP Flamma­bility Market Value
    Wooden Skullspike 25 Wood 0 001,120 ticks (18.67 secs) 98 0% 00,039,00 Silver
    Golden Skullspike 250 Gold 20 001,440 ticks (24 secs) 90 0% 02,510,00 Silver
    Plasteel Skullspike 25 Plasteel 0 003,520 ticks (58.67 secs) 420 0% 00,245,00 Silver
    Silver Skullspike 250 Silver 6 001,600 ticks (26.67 secs) 105 0% 00,260,00 Silver
    Steel Skullspike 25 Steel 0 001,600 ticks (26.67 secs) 150 0% 00,058,00 Silver
    Uranium Skullspike 25 Uranium 0 003,040 ticks (50.67 secs) 375 0% 00,166,00 Silver
  • Assuming Normal quality, for the effect of other qualities, see Quality.

    Version history

    • Ideology DLC Release - Added.
    • 1.3.3101 - Can now be walked through.
    • 1.3.3117 - Now displays whose skull is contained inside on their inspect pane. Path cost 0 -> 30.