Difference between revisions of "Metalhorror"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
{{Spoiler}}
{{rwbox
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{{Stub|reason= missing information}}
|nocat=true
 
|type=warning
 
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
 
 
{{Infobox main<!-- Add infobox category here -->
 
{{Infobox main<!-- Add infobox category here -->
 
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
 
 
 
| name = Metalhorror  
 
| name = Metalhorror  
 +
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.<br/><br/>While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.<br/><br/>An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.
 +
| image = Metalhorror.png
 +
| type = Entity
 +
| combatPower = 300
 +
| movespeed = 5.5
 +
| basemeatamount = 0
 +
| baseleatheramount = 0
 +
| armorblunt = 50
 +
| armorsharp = 50
 +
| armorheat = 0
 +
| min comfortable temperature = -100
 +
| max comfortable temperature = 250
 +
| flammability = 2
 +
| bodysize = 1
 +
| healthscale = 0.6
 +
| gestation = 10
 +
| lifespan = 250
 +
| juvenileage = 0.016667
 +
| maturityage = 0.05
 +
| attack1dmg = 20
 +
| attack1type = Cut
 +
| attack1cool = 2
 +
| attack1part = left blade
 +
| attack2dmg = 20
 +
| attack2type = Stab
 +
| attack2cool = 2
 +
| attack2part = left blade
 +
| attack3dmg = 20
 +
| attack3type = Cut
 +
| attack3cool = 2
 +
| attack3part = right blade
 +
| attack4dmg = 20
 +
| attack4type = Stab
 +
| attack4cool = 2
 +
| attack4part = right blade
 +
| attack5dmg = 9
 +
| attack5type = Blunt
 +
| attack5cool = 2
 +
| attack5part = head
 +
| attack5chancefactor = 0.2
 +
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1
 
}}
 
}}
  
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== Acquisition ==
 
== Acquisition ==
Acquisition text
+
Metalhorrors can either be be found in infected pawns or implanted into an already existing pawn. Pre-infected pawns may arrive as [[guest]]s or [[raiders]]. a Metalhorror has a small chance to be implanted into a pawn by any other anomaly through attacking.
 +
 
 +
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]].
 +
 
  
 
== Summary ==  
 
== Summary ==  
SUMMARY TEXT
+
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics}}
 +
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage.
 +
 
 +
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. A pawn can be implanted through the following vectors:
 +
* Before their arrival at the colony. This can apply to [[creepy joiner]]s, but it is unclear whether other pawns can be infected this way.{{Check Tag|Verify}}
 +
* By an insectoid.{{Check Tag|Detail needed}}
 +
* During sleep.{{Check Tag|Detail|Does this require sleeping in the same bed? Sleeping in the same room? An infected pawn just being around a sleeping pawn?}}
 +
* During surgery by an infected pawn.{{Check Tag|Detail|Operations only? Tending?}}
 +
* Through a meal cooked by an infected pawn.
 +
* During [[Unnatural healing]] by infected pawn.
 +
* When fed a meal by a infected pawn.
 +
* Chance of infection from fleshbeast attacks. Unclear if this applies to all fleshbeast hits or just ones that result in scars.*
 +
 
 +
The [[creepy joiner]] can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.
 +
 
 +
Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 [[bioferrite]], and occasionally 1 [[shard]].
 +
 
 +
=== Yield ===
 +
The metalhorror yields 4.4 [[bioferrite]] and 220W per day.
 +
 
 +
=== Combat ===
 +
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| c_06 text-center}}
 +
! Melee Attacks !! Damage Amount !! Cooldown
 +
|-
 +
![[Injury#Cut|Cut]]
 +
| 20
 +
| 2.0 sec
 +
<!--
 +
Head
 +
|-
 +
![[Injury#Blunt|Blunt]]
 +
| 9
 +
| 2.0 sec
 +
-->
 +
|}
 +
</li><div>
 +
 
 +
Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire.
 +
 
 +
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.
  
 
== Analysis ==
 
== Analysis ==
ANALYSIS TEXT
+
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.
  
[[Paramedic]]s{{BiotechIcon}} can never become infected, so they can be used to test for metalhorror infections safely.
+
==== Detection ====
 +
[[Paramedic]]s {{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.
  
 
If you don't have a paramedic, the following procedure can be done:
 
If you don't have a paramedic, the following procedure can be done:
  
 
# Have 2 doctors
 
# Have 2 doctors
# The instant you become aware of a metalhorror infection, have doctor 1 check someone other than doctor 2
+
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2
 
# If they find an infection, doctor 1 is clear.
 
# If they find an infection, doctor 1 is clear.
 
# If they do not, have doctor 2 check the patient
 
# If they do not, have doctor 2 check the patient
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# if doctor 1 finds an infection, doctor 2 is infected
 
# if doctor 1 finds an infection, doctor 2 is infected
 
# if doctor 1 does not, then either both doctors are clear or both are infected.
 
# if doctor 1 does not, then either both doctors are clear or both are infected.
 +
 +
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.
 +
 +
== Gallery ==
 +
=== Larva ===
 +
<gallery>
 +
Metalhorror Larva east.png|East
 +
Metalhorror Larva north.png|North
 +
Metalhorror Larva south.png|South
 +
</gallery>
 +
 +
=== Juvenile ===
 +
<gallery>
 +
Metalhorror Juvenile east.png|East
 +
Metalhorror Juvenile north.png|North
 +
Metalhorror Juvenile south.png|South
 +
</gallery>
 +
 +
=== Mature ===
 +
<gallery>
 +
Metalhorror Mature east.png|East
 +
Metalhorror Mature north.png|North
 +
Metalhorror Mature south.png|South
 +
</gallery>
  
 
== Version history ==  
 
== Version history ==  

Latest revision as of 23:07, 28 April 2024

Metalhorror

Metalhorror

A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.

While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.

An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.

Base Stats

Type
Entity
Flammability
200%

Apparel

Armor - Sharp
50%
Armor - Blunt
50%
Armor - Heat
0%

Pawn Stats

Combat Power
300
Move Speed
5.5 c/s
Health Scale
0.6
Body Size
1
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Filth Rate
1
Life Expectancy
250 years
Maturity Age
0.05 years (3 days)
Juvenile Age
0.017 years (1 days)
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Production

Gestation Period
10 days

Melee Combat

Attack 1
Left blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 2
Left blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 3
Right blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 4
Right blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 5
Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.52
Destroy yield
Bioferrite 10 - 20 + Shard 0 - 1

INTRO TEXT

Acquisition[edit]

Metalhorrors can either be be found in infected pawns or implanted into an already existing pawn. Pre-infected pawns may arrive as guests or raiders. a Metalhorror has a small chance to be implanted into a pawn by any other anomaly through attacking.

During the monolith awakening, several mature metalhorrors will be spawned to defend each void structure.


Summary[edit]

Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage.

Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. A pawn can be implanted through the following vectors:

  • Before their arrival at the colony. This can apply to creepy joiners, but it is unclear whether other pawns can be infected this way.[Verify]
  • By an insectoid.[Detail needed]
  • During sleep.[Detail]
  • During surgery by an infected pawn.[Detail]
  • Through a meal cooked by an infected pawn.
  • During Unnatural healing by infected pawn.
  • When fed a meal by a infected pawn.
  • Chance of infection from fleshbeast attacks. Unclear if this applies to all fleshbeast hits or just ones that result in scars.*

The creepy joiner can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.

Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 bioferrite, and occasionally 1 shard.

Yield[edit]

The metalhorror yields 4.4 bioferrite and 220W per day.

Combat[edit]

A metalhorror's attacks are identical to those of a scyther. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.[Maturity?]

  • Melee Attacks Damage Amount Cooldown
    Cut 20 2.0 sec
  • Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire.

    Metalhorrors have a psychic sensitivity of 150%, making certain psycastsContent added by the Royalty DLC more effective on them.

    Analysis[edit]

    Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.

    Detection[edit]

    Paramedics Content added by the Biotech DLC can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.

    If you don't have a paramedic, the following procedure can be done:

    1. Have 2 doctors
    2. The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2
    3. If they find an infection, doctor 1 is clear.
    4. If they do not, have doctor 2 check the patient
    5. if they find an infection, doctor 1 is infected
    6. If they do not, have doctor 1 check again
    7. if doctor 1 finds an infection, doctor 2 is infected
    8. if doctor 1 does not, then either both doctors are clear or both are infected.

    In the event of total infection, a sufficient number of Mechanoids can safely clear out the revealed Metalhorrors, as long as the Mechanitors Content added by the Biotech DLC they are linked to are still alive.

    Gallery[edit]

    Larva[edit]

    Juvenile[edit]

    Mature[edit]

    Version history[edit]

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