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		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=183959</id>
		<title>Quests</title>
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		<summary type="html">&lt;p&gt;Hwordplanet: /* Pawn Lending */&lt;/p&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent,{{RoyaltyIcon}} Archonexus,{{IdeologyIcon}} The Gravship{{OdysseyIcon}} and its subquests) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]],{{RoyaltyIcon}} those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social skill|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]],{{RoyaltyIcon}} an world event [[condition causer]],{{RoyaltyIcon}} or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[transport pod]]s, [[Permits|imperial shuttle]],{{RoyaltyIcon}} or [[passenger shuttle]]{{OdysseyIcon}} to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]],{{IdeologyIcon}} in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count.{{Check Tag|Detail needed}} The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to and although the tending is mediocre, it may be enough to heal diseases such as [[muscle parasites]] or [[gut worms]], depending on the lenght of the quest.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decree ==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has issued a royal decree. If you fail to fulfill this decree within the given time limit, they will start to become unhappy. Their anger will increase over time until the decree is satisfied.&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.&lt;br /&gt;
&lt;br /&gt;
Decrees may be to:&lt;br /&gt;
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.&lt;br /&gt;
* Harvest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.&lt;br /&gt;
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.&lt;br /&gt;
* Build a monument. You are allowed 15 days to do this.&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the [[Charity]] precept.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a chance that the sanguophages will spawn with both the sanguophage xenotype and a germline xenotype.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 grav engine at a time.&lt;br /&gt;
&lt;br /&gt;
==Space sites==&lt;br /&gt;
{{stub|section=1|reason=More detail for these, as well as the planet sites. Possibly have each site have its own subsection}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} Like the [[long-range mineral scanner]], these quests will only generate from an active [[orbital scanner]] or [[ancient uplink]]. Each location is in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources. It is more common than the other quests.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with no minable ores, but a hollow core containing structures with loot.&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity. Less common than the other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s and inside drones.&lt;br /&gt;
&lt;br /&gt;
==Planet sites==&lt;br /&gt;
{{OdysseyIcon}} These quests can be given by interfacing with visitors and inbound caravans, or by reading [[book]]s that have a discover quest reward (only once per book). &lt;br /&gt;
&lt;br /&gt;
*'''Ancient mercenaries:''' Hostile ancients are in the area, one of them wielding a [[unique weapon]].&lt;br /&gt;
*'''Ancient structure:''' Generates a [[landmark]] on a given tile, even if it wasn't there before. Options include [[ancient warehouse]]s, [[ancient garrison]]s, [[ancient launch site]]s, and [[infested settlement]]s.&lt;br /&gt;
*'''Alpha thrumbo spotting:''' An [[alpha thrumbo]] and herd of regular thrumbos will be in the area.&lt;br /&gt;
&lt;br /&gt;
The above methods can also discover [[#Item stash|item stash]]es, [[#Bandit camp|bandit camps]], and [[#Ancient complex|ancient complexes]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Orbital fugitive==&lt;br /&gt;
{{stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A fugitive has hid on an abandoned orbital platform, and the quest giver wants them dead. The reward will be a gravship building, e.g., a [[fuel optimizer]] or [[pilot subpersona core]].&lt;br /&gt;
&lt;br /&gt;
==Survey site==&lt;br /&gt;
{{OdysseyIcon}} This quest requires travelling to a remote location to protect surveying equipment for 10 to 15 days. The reward is a gravship upgrade.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped. Reduce monument sizes about 15%.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from &amp;quot;rejecting&amp;quot; refugees when the quest hasn't even been accepted yet.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards. Show birth letter for babies born from lent colonists in a PawnLend quest.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rebalanced the number of pawns required for pawn lend quests (it should generally be lower now).&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error when accepting bestower quest.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error generating trade request quests in space.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Lodgers that are arrested and released are no longer recruited for free.&lt;br /&gt;
** Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat. &lt;br /&gt;
** Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.&lt;br /&gt;
** Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.&lt;br /&gt;
** Fix: Possible for distress signal map to generate without a shard.&lt;br /&gt;
** Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hwordplanet</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Penoxycyline&amp;diff=183769</id>
		<title>Penoxycyline</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Penoxycyline&amp;diff=183769"/>
		<updated>2026-08-30T10:31:50Z</updated>

		<summary type="html">&lt;p&gt;Hwordplanet: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Penoxycyline&lt;br /&gt;
| image = Penoxycyline b.png&lt;br /&gt;
| description = A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague.{{Sic}} Must be taken every five days to remain effective.&amp;lt;br/&amp;gt;This drug only prevents new infections. It does not cure existing infections - even those that are not yet discovered.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Medical Drug&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.005&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| food type = processed&lt;br /&gt;
| addictiveness = 0&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Penoxycyline production&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| work speed stat = Drug Synthesis Speed&lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| bulk product amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Penoxycyline&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| tradeTags = Drugs&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Item/Drug/Penoxycyline&lt;br /&gt;
| label = penoxycyline&lt;br /&gt;
| parent name = MakeableDrugPillBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!--- Drug Parameters --&amp;gt;&lt;br /&gt;
| prevents infection = malaria, sleeping sickness, plague&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Penoxycyline''' is a [[Medical drugs|medical]] [[drug]] for preventing [[disease]]. It protects against catching [[malaria]], [[sleeping sickness]], and the [[plague]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Note that [[neutroamine]] can only be obtained from traders or found in cargo pods.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Penoxycyline completely prevents users from catching any of the following [[disease]]s while its &amp;quot;high&amp;quot; is active:&lt;br /&gt;
&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
* [[Sleeping sickness]] &lt;br /&gt;
&lt;br /&gt;
Despite the wording of the description, it does nothing to prevent or treat [[infection]]s, or any other diseases or ailments besides the three above. &lt;br /&gt;
&lt;br /&gt;
When the [[Events/Incidental#Disease|Disease event]] occurs, pawns that were protected from getting the disease by penoxycyline will be specifically noted as such. Penoxycyline does nothing to treat pre-existing diseases.&lt;br /&gt;
&lt;br /&gt;
Penoxycyline is not addictive and has no direct side effects. Penoxycyline ''can'' contribute to [[overdose]]s, increasing severity by 0.08-0.14 per dose consumed. This severity is not enough to cause any health effect on its own. However, it can cause minor overdoses when taken along with [[hard drugs]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Diseases usually aren't a fatal problem by the time you can get a good supply of [[neutroamine]] and have the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research. For an otherwise healthy colonist: a decent doctor, in a clean hospital, using [[herbal medicine]] or [[medicine]] is usually enough to treat the disease (so long as the colonist rests for the duration). However, this drug can still be helpful.&lt;br /&gt;
&lt;br /&gt;
Penoxycyline can reduce the time spend resting in bed, especially in tropical biomes where disease is prevalent and sleeping sickness is possible. If you don't want to use penoxycyline on every colonist, use it on [[sickly]] pawns first, then doctors. This prevents your doctors from getting sick when a disease outbreak occurs, so they are able to treat the rest of the colony. [[Super immune]] pawns should be last priority due to their faster recovery rate. It can also be used by pawns that are about to go caravaning since they are somewhat more vulnerable to diseases. If you can afford the neutroamine cost (and won't be using it for [[medicine]], [[wake-up]], or [[go-juice]]), then this drug is a net positive.&lt;br /&gt;
&lt;br /&gt;
While the in-game description says to ''&amp;quot;Take every five days&amp;quot;'', the effect actually lasts just over half a day longer. This gives pawns some leeway, in case colonists don't consume the pills promptly. Set a [[drug policy]] to tell the pawns to take one every 5 days and keep one in the inventory to take as soon as possible, or be cheap, set it to &amp;quot;6 days&amp;quot; and live dangerously.&lt;br /&gt;
&lt;br /&gt;
=== Doses per prevented disease ===&lt;br /&gt;
The table below shows the average number of doses of penoxycyline necessary to prevent one disease. The table assumes the next dose is taken after exactly five days. The values in brackets are for [[sickly]] pawns.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|- {{#vardefine:blockedDiseaseFraktion| {{#expr: ({{#if:{{{?Malaria}}}|{{{?Malaria}}}|0}} + {{#if:{{{?Plague}}}|{{{?Plague}}}|0}} + {{#if:{{{?Sleeping sickness}}}|{{{?Sleeping sickness}}}|0}})/ {{{?Disease commonality sum}}} }} }}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
! {{{?Disease MTB Days}}}&lt;br /&gt;
| {{#expr: 3 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (3 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 2.5 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (2.5 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 1.3 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (1.3 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 1 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (1 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 0.95 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (0.95 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 0.9 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (0.9 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome || rowspan=&amp;quot;2&amp;quot; | Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! colspan=&amp;quot;6&amp;quot; | [[Difficulty]] setting [Disease interval multiplier]&lt;br /&gt;
|- style=&amp;quot;background-color:#e0a3e0;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left-color:#d685d6;&amp;quot; | Peaceful [×3] || Community builder [×2.5] || Adventure story [×1.3] || Strive to survive [×1] || Blood and dust [×0.95] || Losing is fun [×0.9]&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Disease commonality sum = ?Disease commonality sum&lt;br /&gt;
 | ?Malaria commonality = ?Malaria&lt;br /&gt;
 | ?Plague commonality = ?Plague&lt;br /&gt;
 | ?Sleeping sickness commonality = ?Sleeping sickness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Penoxycyline&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Penoxycyline a.png|One penoxycyline&lt;br /&gt;
Penoxycyline b.png|Stack of penoxycyline&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added as '''Malari-block''', and only prevents [[Malaria]]&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Reworked. Renamed from '''Malari-block''' to '''Penoxycyline ''' and now prevents a wide variety of infections. Cost decreased from 5 [[neutroamine]] to 3.&lt;br /&gt;
* [[Alpha 17]] - Cost is further reduced from 3 to 2 neutroamine. It also received an overhaul, such that instead of instantly boosting disease immunity to 61%, it now provides true immunity and cannot reactively increase immunity against a disease that is already in progress.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Medical Drug]]&lt;/div&gt;</summary>
		<author><name>Hwordplanet</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=173135</id>
		<title>Twisted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=173135"/>
		<updated>2025-12-14T11:01:10Z</updated>

		<summary type="html">&lt;p&gt;Hwordplanet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Twisted obelisk&lt;br /&gt;
| image = Twisted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br/&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Mutator&lt;br /&gt;
| label = twisted obelisk&lt;br /&gt;
}}&lt;br /&gt;
The '''twisted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary.}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a Major Threat Event sometime after day 50 when the Anomaly Threat Level is 1 or greater. An Obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=How are the chances of the results distributed for both the targeted option and the random one. e.g. is it equal between the 4/6 options? is getting a lung 2x as likely as a stomach? etc. See [[fleshmass stomach]] further discussion on community discord. Also check tags.}}&lt;br /&gt;
Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers an event or mutation. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
[[File:Obelisk mutate gizmo.png|thumb|left|Gizmo for mutating (once the obelisk has been studied for 10 points of research)]]&lt;br /&gt;
There are 6 possible occurrences with equal chance and one is selected randomly when the obelisk is triggered: &lt;br /&gt;
&lt;br /&gt;
* [[Flesh whip]] (arm): Provides a {{Q|Flesh whip|Attack 1 Damage}} damage, {{Q|Flesh whip|Attack 1 AP}}% {{AP}}, {{Q|Flesh whip|MeleeDPS}} {{DPS}} [[{{Q|Flesh whip|Attack 1 Type}}]] attack and -1 [[Beauty (Pawn)|Beauty]], 30 HP&lt;br /&gt;
* [[Flesh tentacle]] (arm): 120% Part Efficiency, -1 [[Beauty (Pawn)|Beauty]], 30 HP&lt;br /&gt;
* [[Fleshmass lung]] (lung): +6% [[Pain]], +30% Toxic Environment Resistance, and immunity to [[Lung rot]] and [[Asthma]]. Only mutates 1 lung at a time.&lt;br /&gt;
* [[Fleshmass stomach]] (stomach): +8% Pain, 0% Food Poisoning chance Factor, immunity to [[gut worms]].&lt;br /&gt;
* Turn a random tree within a radius of 100 tiles from the obelisk into a [[Harbinger tree]]&lt;br /&gt;
* Turn a random animal on the map into a [[Fleshbeast]]&lt;br /&gt;
&lt;br /&gt;
The mutations target the person studying or suppressing the obelisk and can replace missing limbs and organs. The new Flesh part cannot replace an artificial part, but can replace a part with an artificial part attached, such as a natural arm with a wooden hand. If an artificial or already mutated body part is chosen as the target, the obelisk trigger will fail. The obelisk will still go on cooldown if the mutation attempt fails.&lt;br /&gt;
&lt;br /&gt;
Attempting to remove the new body part afterwards will cause the removed part to turn into a hostile fleshbeast.&lt;br /&gt;
&lt;br /&gt;
After being studied for 10 points of research, selecting the obelisk allows the player to select the &amp;quot;Mutate&amp;quot; gizmo, and choose a controllable human (including guests and [[ghoul]]s) pawn to target and mutate. This will cause one of first four options, although the mutation remains randomly chosen. The 'mutate' option has a cooldown of 5 days. &lt;br /&gt;
&lt;br /&gt;
Reaching 100% severity through any means causes the obelisk to explode, dropping a [[Shard]] and causing some [[wildlife]] in the area to turn into hostile fleshbeasts. The amount of wildlife that turns into Fleshbeasts is based on Raid Points. At low raid points only a few animals may transform. If there are insufficient animals, fleshbeasts will emerge from the ground.&lt;br /&gt;
&lt;br /&gt;
The obelisk will then explode. The Explosion covers 4.9 tiles out from the obelisk with the damage type of [[Damage_Types|vaporize]]. {{Check Tag|Detail|Radius, Damage, Damage type, any left over flames, debris or resource}} Tamed and allied animals remain unaffected.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In terms of effectiveness, Fleshmass limbs and organs are typically inferior to Bionic or Detoxifer{{BiotechIcon}} parts that can be crafted, the exception being the Flesh whip, which has a slightly better {{DPS}} than the [[elbow blade]].{{RoyaltyIcon}} However, they are effectively free upgrades, requiring only waiting for the cooldown and some patience with the RNG. For colonists with the [[masochist]] trait or a colony with the [[Ideoligion#Pain|Pain: Idealized]] precept,{{IdeologyIcon}} the pain that comes from the fleshmass lungs and stomach might even make them preferable to [[detoxifier lung]]s{{BiotechIcon}} and [[bionic stomach]]s, respectively. [[Ghoul]]s can also use the twisted obelisk for a chance at free upgrades such as a Flesh Whip, while also not caring about the downsides of pain and ugliness.&lt;br /&gt;
&lt;br /&gt;
In terms of wealth management, mutated body parts don't contribute to the colony wealth and will attract less severe incidents than their artificial counterparts.&lt;br /&gt;
&lt;br /&gt;
You can damage the obelisk and continuously suppress it to trigger a mutation by interaction. This doesn't affect the mutate ability cooldown and results in a body part mutation on average once per {{Ticks|90000}} of interaction. For comparison, a pawn with 100% [[general labor speed]] and 2 [[tool cabinet]]s takes {{Ticks|76785}} of work to make a [[bionic arm]] from raw resources.&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
At 10 points, the option to selectively mutate pawns is enabled with the notification event saying:&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. It is an archotech machine that transforms flesh creatures into different forms. The device is damaged, so the new forms would be chaotic and unstable - a person or animal so transformed would become something totally unrecognizable. The obelisk's energy level rises unless suppressed. If it fully activates, it could transform an endless number of creatures, creating a nightmarish horde of flesh mutants. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the twisted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Lastly at 30 points, the option to the disable the obelisk safely for 2 shards is now available with the text:&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the twisted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Possibly a reference to the Markers from Dead Space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hwordplanet</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=162364</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=162364"/>
		<updated>2025-06-05T10:11:00Z</updated>

		<summary type="html">&lt;p&gt;Hwordplanet: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Corrupted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
The corrupted obelisk can spawn in the map as a Major Threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Corrupted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers a cloning event. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
There are 4 possible occurrences and one is selected randomly when the obelisk is triggered: &lt;br /&gt;
&lt;br /&gt;
* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Multiple Organ Decay:''' Several of the duplicate's vital organs have &amp;quot;Organ decay&amp;quot;, which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners and Healer Mech Serum.&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days the condition becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures for Crumbling Mind: [[healer mech serum]]; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with [[resurrector mech serum]] or death refusal. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found. Once the condition progresses to Crumbled Mind, it cannot be cured.&lt;br /&gt;
&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[Ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]]] addiction), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, not even familial relationships. There is also no special relationship between the original and duplicate.&lt;br /&gt;
&lt;br /&gt;
If the Activity Level of the Corrupted Obelisk reaches 100% it will explode, dropping a [[Shard]] and causing hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 [[Shard]]s to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As the most desirable of the three obelisks. The corrupted obelisk is ideal for duplicating colonists to convert to ghouls. Hostile duplicates can be captured and turned into ghouls without recruiting. Ghoul infusion would cure [[organ decay]]; crumbling mind and duplicate sickness can be cured by killing the ghoul and [[ghoul resurrection serum|resurrecting them]]. Be wary of using this solution for a duplicate where the pawn is deathless, such as a Sanguophage as they will just go into a coma.&lt;br /&gt;
&lt;br /&gt;
If you decide to keep the duplicated colonist human, such as those with high [[psylink]]{{RoyaltyIcon}} level, have organs or prisoners ready in case of Organ Decay. A [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. In case of duplicate sickness however, the only solution is to kill one of the pawns.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, you can use a [[Psychic shock lance|psychic]] or [[Shard shock lance|shard]] shock lance to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond their pain shock threshold before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the [[death refusal]] ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destroy their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.&lt;br /&gt;
&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone good pawns by following the method below:&lt;br /&gt;
&lt;br /&gt;
*  Have your good pawn anesthetized&lt;br /&gt;
*  Send all other pawns (except ghouls and prisoners) on a caravan resting right outside your colony&lt;br /&gt;
*  Have a ghoul attack obelisk or wait for it to reach 100% to trigger the duplication&lt;br /&gt;
*  Since the only colonist on the map is anesthetized, all clones would appear unconscious.&lt;br /&gt;
*  Have your caravan come back and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
When duplicated, the effects of [[void touched]], psychic abilities, and xenogenes are preserved. Therefore, it may be worth waiting to complete the Anomaly DLC and gaining all psychic abilities, before massively duplicating one colonist and destroy the obelisk. In this way, you can get a lot of incredibly powerful colonists.&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hwordplanet</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=162279</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=162279"/>
		<updated>2025-06-01T13:47:21Z</updated>

		<summary type="html">&lt;p&gt;Hwordplanet: /* Food binge */ wake up uptake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=0) What are the actual MTBs for breaks? how is frequency calculated? 1) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 2) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. The pawn will then become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks. Some breaks may be induced by the player in battle, via [[psycast]]s {{RoyaltyIcon}} or weapons like the [[psychic shock lance]] or [[psychic insanity lance]]. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will have a constant mood debuff (-8) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]] break.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no consequences.&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that is [[wake-up]] is available the pawn will take it during the break down, extending it to it's maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days (4 hrs) &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly insult one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Traits#Teetotaler|Teetotaler]] Trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which cause they may get a negative used drug moodlet dependent on the precept&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Traits#Teetotaler|Teetotaler]] Trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept still can, in which cause they get a negative used drug moodlet dependent on the precept&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the storyteller [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels, and will never occur with a population of one, identical to that of the ''murderous rage'' break.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony. It is currently unclear what controls the rate of this occurrence. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the frequency increases linearly, capping at twelve colonists.{{Check Tag|Values?}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.2 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.02 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.3 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hwordplanet</name></author>
	</entry>
</feed>