![]() ![]() Thus, the archotech arm only improves the accuracy of pawns with damaged manipulation, and depending on the exact source of the manipulation penalty, potentially only improving it as much as having a bionic or even healthy natural arm already would. While manipulation does affect Shooting Accuracy, no benefit is gained from having a manipulation over 100%. In core, this is only outmatched by the power claw, which does 22 damage and inflicts bleeding wounds, or dedicated implant weapons from the Royalty DLC such as the Venom talon. For unarmed combat, this is somewhat high, compared to the 8.2 damage from fists and 12 from bionic arms and is in fact roughly equivalent to Normal- quality steel mace. When melee fighting without a weapon, Archotech arms do 14 damage per attack, and 7 DPS. Useful for everything affected by Manipulation including Cooking Speed, General Labor Speed, Carrying Capacity and many others.įor combat, the increased manipulation significantly improves Melee Hit Chance. Need expansion on: What jobs benefit? Who should get it first? Does it benefit melee or ranged? Its effect on armor coverage etc etc etc. You can help RimWorld Wiki by expanding it. For a full list of affected stats, see Manipulation.Īn archotech arm replaces the natural "Fist" attack of the replaced arm with an over 70% more powerful, but otherwise equivalent, punch. Manipulation, in turn, affects a great many stats. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a Manipulation importance of 50%, it results in an increase in manipulation of 25% over natural for each archotech arm installed. The archotech arm has a part efficiency of 150%. ![]() They are universal and can be installed on either the left or right. They can only be obtained through trade, as a reward from quests, from raiding ancient shrines, from security and hermetic crates, or at an extremely rare rate from random drop pod crashing.Īrchotech arms replace the user's organic arm up to and including the shoulder. ![]() Its internal workings are a mystery to all human minds.Archotech arms cannot be crafted. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its visual acuity is precise enough to read handwriting from twenty meters away. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its internal workings are a mystery to all human minds." to " An artificial eye built by an archotech. Externally, it looks like a natural human eye, except it can change color at will. Description changed from " An artificial eye built by an archotech. The texture for an installed archotech eye, south-facing Adding a second, bionic eye will hit these caps as well. While most other skills are impacted by sight, they have 100% sight caps and will only see an effect if the colonist has their vision impaired for some reason.Ī single archotech eye is enough to cap research and medical tend speed, and brings medical tend quality and melee dodge to very near their cap (138 / 140). Vision above 100% also grants a bonus to melee dodge, medical tend quality, medical tend speed, and research speed. Cooking speed is also substantially improved. The Archotech eye can be very useful for combat as it greatly increases both melee and ranged accuracy. Installing a single archotech eye increases sight by 38%, and a second increases it by 12% to the expected 150%, since the game gives a greater weighting on the more capable part when calculating sight, with the best eye contributing 75% of a pawn's sight capability. If the operation fails even in a minor way the archotech eye will be destroyed. Removing the part requires 2,000 ticks ( 33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements. Installing the part requires 2,500 ticks ( 41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5. ![]()
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