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| name = Apocriton
 
| name = Apocriton
 
| image = ApocritonAncient east.png
 
| image = ApocritonAncient east.png
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.<br>While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.
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| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.<br>While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.
 
| type = Mechanoid
 
| type = Mechanoid
 
| movespeed = 3.2
 
| movespeed = 3.2
 
| flammability = 0
 
| flammability = 0
 
| marketvalue = 1600
 
| marketvalue = 1600
| combatPower = 600
 
 
| armorblunt = 40
 
| armorblunt = 40
 
| armorsharp = 75
 
| armorsharp = 75
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== Occurrence ==
 
== Occurrence ==
One or more apocritons can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.
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You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one or even multiple.
 
 
Summoning a hostile Apocriton requires a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Constructing a mechband dish requires the [[Research#{{Q|Mechband dish|Required Research}}|{{Q|Mechband dish|Required Research}}]] research.
 
 
 
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned an apocriton before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple mechanoid commanders at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days.  They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault. The maximum size is reached after summoning the apocriton 8 times.
 
  
 
'''Summoning:'''
 
'''Summoning:'''
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# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]
 
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]
  
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 6. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count.
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Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 7. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count.
  
 
== Summary ==
 
== Summary ==
 
{{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.  
 
{{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.  
 
Dead apocritons may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the apocriton.
 
  
 
The aprocriton is immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. In addition, the [[skip]] and both [[psycasts#Chaos skip|chaos skip]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to "Psychic Resistance". However, berserk, berserk pulse, and any other psycast will work as normal. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]].
 
The aprocriton is immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. In addition, the [[skip]] and both [[psycasts#Chaos skip|chaos skip]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to "Psychic Resistance". However, berserk, berserk pulse, and any other psycast will work as normal. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]].
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Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity.
 
Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity.
  
If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event. This debuff does not stack if there are multiple apocritons on the map.
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If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event.
  
 
===Defeat===
 
===Defeat===
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Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.
 
Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.
  
Apocriton 's resurrection ability has two features: 1) it can resurrect mechanoids even if they are behind a wall, 2) after resurrection, the immunity of mechanoids to EMP disappears. If you manage to separate a group of 2-3 scythers or militors, then you can throw EMP grenades and kill them until apocriton runs out of resurrection charges. After that, it is more profitable to destroy the accompanying mechanoids, because apocriton itself is not capable of causing significant damage
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When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all turrets and mechanoids - player or enemy - will be stunned. This effect is less useful if the player relies on mechanoids or turrets for defense.
 
 
When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all turrets and mechanoids - player or enemy - will be stunned. This effect is less beneficial if the player relies on mechanoids or turrets for defense.
 
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Apocriton}}
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{{Animal Health Table}}
  
 
== Trivia ==
 
== Trivia ==
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== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.
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* [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80%
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
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* [[Version/1.4.3555|1.4.3555]] - Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -> 75%, Blunt armor 20% -> 40%. Health  3.3 -> 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters.
* [[Version/1.4.3555|1.4.3555]] - Super-mechanoids cannot be called when there is already another super-mechanoid on the way. Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -> 75%, Blunt armor 20% -> 40%. Health  3.3 -> 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters. Updated the apocriton's description to note that it has a jump launcher - {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. While [...]''}} -> {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While [...]''}}
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}

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