Knife

From RimWorld Wiki
Jump to navigation Jump to search

Knife

Knife

One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.


Base Stats

Type
EquipmentWeapons
Mass
0.5 kg
Class
Neolithic

Melee Combat

Mode
Melee
Melee Attack 1
handle
9 dmg (Blunt)
2 seconds cooldown
13% armor penetration
Melee Attack 2 
blade
12 dmg (Cut)
1.5 seconds cooldown
18% armor penetration
Melee Attack 3 
point
13 dmg (Stab)
2 seconds cooldown
20% armor penetration
Melee Average DPS
6.50
Melee Average AP
18%

Creation

Crafted At
Crafting spot.png/Fueled smithy.png/TableSmithing.png
Required Research
Smithing
Work To Make
1,800 ticks (30 secs)
Stuff tags
Metallic
Resources to make
Buildingmats.png 30
Technical
weaponTags
MedievalMeleeBasic, NeolithicMeleeBasic


The knife is a primitive melee weapon, it that does a low amount of damage, has a short cooldown, and deals sharp damage. As is typical with any sharp weapon, knife attacks cause bleeding, and generally fares poorly against armor when compared to blunt weapons. Due to its low cooldown, knives are skill-friendly weapons; even if a pawn equipped with a knife misses their attack, another attack will follow not long after.

Acquisition

Knives can be crafted at the crafting spot, fueled smithy or smithy with Building Material (steel, wood, plasteel, etc.) 30 Stuff (Metals) and 1,800 ticks (30 secs) of work. It can also be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders drops.

Analysis

Knives are low-tier melee weapons with a slightly below average damage output, but are cheap and fast to produce. That being said, the gladius offers significantly better performance for little more in the way of resource costs and more time to craft.

If all your colonist have bad crafting skill, the knife is a decent option. When you have a colonist with good crafting skill, (crafting level <7) and can build Fueled smithy or Electric smithy, then this is the moment to upgrade to the gladius or Longsword. The fact that you can make knives at an crafing spot, makes this weapon very desirable in the early game, especially in hard scenarios, like Naked Brutality.

A plasteel Knife can be as good as a steel longsword, deals less damage, but with less cooldown between attacks, yielding an overall little more DPS, but have lower penetration, making it good for colonist with low melee skill but great potential (e.g. skill <6 but with passion in melee and/or brawler trait and low shooting skill with not passion).

Against armor, a steel knife actually performs slightly better than its gladius counterpart, probably owing to the shorter cooldown. That being said, a stone club still performs considerably better. When talking about plasteel, the knife continues to outperform its gladius equivalent, but the steel club is still better here.

Version History