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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



Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Combat Power
Move Speed
5.5 c/s
Health Scale
Body Size
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Filth Rate
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)


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
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
Destroy yield
Bioferrite 10 - 20 + Shard 0 - 1

The Metalhorror is an entity that can threaten your colony. It will infect your colonists one by one and burst out them when it is ready to attack.


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. [Detail needed]

During the monolith awakening, several mature metalhorrors will be spawned to defend each void structure. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the void monolith.


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 creepjoiners, as well as temporary pawns from Non-Anomaly Quests.[Verify]
  • During revenant hypnosis.
  • By an insectoid.[Detail needed]
  • An infected pawn sharing a bed or sleeping space with another pawn. The pawns do not need to be in a relationship or participate in lovin for the implantation to occur. Pawns sharing the same barracks but not the same sleeping spaces/beds will not spread metalhorror implantations.
  • During surgery by an infected pawn. This includes organ and xenogerm implantation, organ removal, as well as minor surgeries you might not expect such as blood transfusions, anesthetizations, and administering drugs such as yayo. Tending does not spread metalhorror infections.
  • Through a meal cooked by an infected pawn.
  • When attacked by fleshbeasts
  • During Unnatural healing by infected pawn.
  • When fed a meal by a infected pawn, including Hemogen packs being fed to prisoner Sanguophages.
  • Chance of infection from fleshbeast attacks. Unclear if this applies to all fleshbeast hits or just ones that result in scars.*
  • Chance of infection from shambler attacks. (Unclear if there's a further requirement)
  • Chance of infection from sightstealer attacks (Unclear if there's a further requirement)

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.


The metalhorror yields 4.4 bioferrite and 220W per day.


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.


    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.


    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 after studying 2 pieces of gray flesh:

    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.





    Infection Vectors[edit]

    Version history[edit]