RimWorld

RimWorld

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Entity Weapons
   
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Mod, 1.5, 1.6
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Jun 15 @ 11:31am
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Entity Weapons

Description
Adds four anomalous weapons with unique effects, four associated incidents, a ritual, a serum, and a creepjoiner.

These weapons are entities and can be studied. While equipped, they apply Corruption on the wielder, which makes them more likely to suffer mental breaks, and will eventually cause them to go berserk. When they are dropped, they will cause a -10 moodlet for 2 days.


Despair (sword)

Can use an ability to apply a mark on a target at range. When the target's projectile would hit the wielder, the wielder instead teleports next to the target. The mark also doubles Despair's damage.

Suffering (spear)

Has increased melee range. Taking damage causes pain on other pawns nearby, proportional to the damage taken.

Betrayal (dagger)

Teleports to enemies within a certain distance when ordered to attack them. This has a per-target cooldown.

Oblivion (rifle)

Can switch between two modes. In the first mode, it fires multiple projectiles; the count increases with quality. In the second mode, it fires a gravity pulse, pushing enemies back in an area.


These weapons have associated incidents where a single cultist raids you with one of these weapons. The cultist has a unique buff that makes it hard to take down.


Summon Weapon (ritual)

A ritual to summon one of these weapons at random. The weapon's quality depends on the ritual's quality; the higher the ritual's quality, the better the odds you get a high quality weapon.
The design goal is to incentivize players to build proper ritual infrastructure and reward users of the Ritualist meme.

Purity Serum

A serum that makes the user immune to corruption for a day.

Paragon (creepjoiner)

A paragon is immune to most anomalous psychic influence, either from these weapons or other entities.




Weapons from Fire Emblem Heroes, other crudely drawn assets by me.
3 Comments
Deggial Jun 20 @ 1:58am 
I'm glad to see that *somebody* adds content to the "Anomaly" DLC, as Oskar and his team are somehow reluctant. (It's getting better though.)

Due to the nature of "Anomaly", I won't use "Entity weapons" in every playthrough either.
But in some I will for sure.

Do the weapon effects affect sanity in Oskar's "VAE- Insanity" mod?
This might be interesting.
Or is this something, the vanilla expanded team would have to implement?
Ishchyaboi Jun 19 @ 7:55am 
This is a great idea. Hopefully, these do crazy damage to offset the eventual insanity.
KingsMan_ Jun 15 @ 11:50am 
looking sick:steamhappy: