For the full effects of qualities, see Quality. I found the psychic sooth artefacts are pretty godly for those quests. Discussion, screenshots, and links, get all your RimWorld content here! In my eyes, RimWorld weapon system was always in dire need of expanding. Do note that stone blocks can only be used with clubs.
Press J to jump to the feed. boolean defName : The defName of the bullet this gun fires. 1.2.2719 - Damage increased from 19 to 20, extra flame damage chance increased from 30% to 50%. Melee Weapons. You can help RimWorld Wiki by expanding it. DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. Cooldown starts once all shots in a burst are fired. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want. Some ranged weapons fire in bursts with each shot having individual hit chances.
I think you need to be at least a knight/dame to wield them otherwise it is illegal to swing them around. It is able to cripple unprotected limbs in one shot, and deal serious hurt to enemies. a pump shotgun, with range 15.9 and acc. Any insight would be nice. Area-of-effect weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons. level 1 Vanilla Rimworld only uses Verb_Shoot, while mods might call their own custom verbClass. A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco. Targets are both sliced by the metal core, as well as burned or ignited by the plasma sheath. Stats listed in the table below are for weapons that are of normal quality. Explosive weapons are a force to be reckoned with, whether by raiders or colonists. Weapons stored in a shelf will not deteriorate, even if left outside. Note that melee accuracy is determined by a colonist's melee skill and further modified … Plasma is wrapped around the core, held in place by an energy field. It always came with the threat of a mech cluster appearing every 18 hours so I've only taken that quest once, and failed becouse her happiness got too low. If the Royalty DLC is active, Plasmaswords can be purchased from any combat supplier or war merchant, at Empire settlements or obtained as a quest reward. You can help RimWorld Wiki by expanding it. Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. The following stats are for weapons that are of normal quality and made out of steel (the baseline material). With correct use, they can deal heavy damage and disruption to … This aiming time is visualized with a shrinking grey circle in-game - … I bought one from tribe, I got a linked excellent monosword from the ancient danger. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else. With this exceptional AP and a high Damage per Second , it is one of the best and most versatile melee weapons in the game, performing well against all targets while its brethren excel in specific roles. Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher. It should be your go-to long range weapon from midgame onwards. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. I would run around farming those around your base. I have a Baron married to a Praetor, everything is researched. As the Plasmasword can set enemies on fire, it makes a powerful weapon against non-mechanoid enemies in the game. I purchase them from imperial colonies for 3-4k silver. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. This page was last edited on 19 August 2020, at 05:32. If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. They can be smelted and have a specific option in the bill menu to allow their sorting. Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction. E.g. Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance. https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco, https://rimworldwiki.com/index.php?title=Weapons&oldid=73775.
This weapon has an onboard persona that can bond to only a single person. You get them as rewards for quests. This article is about the base weapon, for the persona weapon, see Persona plasmasword. With weapons lacking in all eras (no axes for tribal warriors, no muskets or crossbows for medieval colonies, little variety of weapons for industrial era and barely three different spacer guns), I have finally decided to take matters into my own hands. The Plasmasword is a melee weapon added by the Royalty DLC that does a decent amount of damage, has a medium cooldown, and deals sharp damage with the bonus of frequently setting the opponent on fire. But hey, a small throne room and you get to wield a 30+dps weapon with insane armor penetration. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons. These are touch-range weapons. Quests and traders. 1v1 fights generally tilt in favor of the plasmasword wielder since setting enemies on fire can prevent them from fighting back. Zeushammer "A warhammer with an embedded EMP capacitor.