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		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=176674</id>
		<title>Entities</title>
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		<updated>2026-03-05T15:52:31Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{recode|reason=Actual table of pawn entities themselves in addition to the entries in the codex}}&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Basic projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| {{Q|Void monolith|Description}}&amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| 2 Basic (Level 1), 2 Advanced (Level 2-3), 4 Advanced (Level 4, Collapsed) &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| {{Q|Harbinger tree|Description}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
! [[Fleshbeast]]&lt;br /&gt;
| Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|  1 Basic (Fingerspike), 2 Basic (Trispike, Toughspike), 2.5 Advanced (Bulbfreak)&lt;br /&gt;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Proximity detector|Proximity detector]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
| 1 Basic&lt;br /&gt;
| [[Research#Draw shamblers|Draw shamblers]]&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Ghoul infusion|Ghoul infusion]]&amp;lt;br&amp;gt;[[Research#Ghoul enhancements|Ghoul enhancements]]&amp;lt;br&amp;gt;[[Research#Ghoul resurrection|Ghoul resurrection]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
| 2 Basic&lt;br /&gt;
| [[Research#Bliss lobotomy|Bliss lobotomy]]&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&lt;br /&gt;
| A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Deadlife dust|Deadlife dust]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
! [[Pit gate]]&lt;br /&gt;
| A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
! [[Dreadmeld]]&lt;br /&gt;
| A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Provoke pit gate|Provoke pit gate]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Mutation weaponry|Mutation weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| [[Research#Juggernaut serum|Juggernaut serum]]&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Brainwipe|Brainwipe]]&amp;lt;br&amp;gt;[[Research#Revenant invisibility|Revenant invisibility]]&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
| 4 Advanced&lt;br /&gt;
| [[Research#Metalblood serum|Metalblood serum]]&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| 2.5 Advanced&lt;br /&gt;
| [[Research#Insanity weaponry|Insanity weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Blood rain|Blood rain]]&amp;lt;br&amp;gt;[[Research#Neurosis pulse|Neurosis pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| {{Q|Twisted obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| {{Q|Corrupted obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| {{Q|Warped obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| {{Q|Golden cube|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| [[Research#Pleasure pulse|Pleasure pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| [[Research#Death refusal|Death refusal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Downed hostile entities may be captured and exploited for a number of purposes:&lt;br /&gt;
* Studying captured entities increases progress towards unlocking the [[Research#Anomaly|Anomaly research tree]]&lt;br /&gt;
* [[Bioferrite]] can be extracted from entities. Bioferrite is a versatile resource- it is required to perform [[psychic rituals]], can serve as a material for [[bioferrite shaper|crafting equipment]], and is a potent [[bioferrite generator|fuel source]].&lt;br /&gt;
* [[Nociosphere]]s can be sent out as a devastating weapon &lt;br /&gt;
* [[Fleshmass nucleus|Fleshmass nuclei]] continually produce [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Unlike keeping human [[prisoner]]s which only require a sleeping spot in an enclosed room, Entities require their own specialized buildings to contain, and entities have their own unique calculations that dictate how frequently they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&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;
&lt;br /&gt;
[[Category:Creatures]][[Category:Factions]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=176673</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=176673"/>
		<updated>2026-03-05T15:20:51Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Containment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General - Page needs overhaul, needs cleanup and redistribution of info into correct sections. Also missing important content e.g. detection mechanics}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Metalhorror&lt;br /&gt;
| image = Metalhorror.png&lt;br /&gt;
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br/&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br/&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 110&lt;br /&gt;
| anomaly knowledge = 4&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| psychic sensitivity = 1.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Metalhorror&lt;br /&gt;
| label = metalhorror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out of them when it is ready to attack. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
A metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. [[Creepjoiner]]s often come with drawbacks - one of which can be a metalhorror infection. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
=== Infection === &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger?  Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it?&lt;br /&gt;
&lt;br /&gt;
do interrogator stats affect detection rate, do they affect safe detections vs release triggering detections?&lt;br /&gt;
&lt;br /&gt;
A non-colony, infected pawn of the map (e.g. released prisoner), triggers metalhorror release. transport pods excluded.  your own colonists excluded.}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors are entities that infect humans through their hosts, creating more of themselves as they do. It is possible to test or interrogate pawns in order to find out who is hosting a metalhorror. Upon detection through surgical inspection, and a random chance from being detected by interrogation (an option in the prisoner tab) or going undetected for too long, all metalhorrors will emerge out of their hosts and inflicting [[Damage_Types#Cut|cuts]]. The death of any host will also cause them to emerge, even if they have not been detected first. When emerging, metalhorrors will deal enough damage to down most hosts:&lt;br /&gt;
* They will never leave scars or kill their host when emerging.&lt;br /&gt;
* Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.&lt;br /&gt;
* Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways.&lt;br /&gt;
&lt;br /&gt;
The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn under the player's control on the map (colonists, slaves, and prisoners) with a valid infection pathway:&lt;br /&gt;
* Implantation before arrival. This applies to any pawn upon first spawning, except for the initial colonists, babies, and duplicates from the [[corrupted obelisk]]. Additionally, use of a [[resurrector mech serum]] or a charge of [[death refusal]] will apply the pre-arrival infection pathway again, except to the aforementioned pawns. This will be listed as &amp;quot;implanter insectoid&amp;quot; for creepjoiners despite insectoids not being a valid infection pathway.&lt;br /&gt;
* During [[revenant]] hypnosis.&lt;br /&gt;
* The melee attack of a [[shambler]], [[fleshbeast]], [[noctol]], or [[sightstealer]].&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation events do not cause any letter to appear, however gray flesh appearing does.&lt;br /&gt;
&lt;br /&gt;
Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days, and a pawn can have up to 100 infection pathways at a time before old ones are deleted to make room for new ones. Metalhorror emergence does not remove infection pathways. If a metalhorror event triggers when no suitable target pawn possesses a valid infection pathway, the game will spawn a creepjoiner with a hidden metalhorror infection.  It's highly recommended for players to quarantine new creepjoiners until they have been cleared for hidden infections. This is especially true if the creepjoiner spawned immediately after conducting a void provocation ritual.  &lt;br /&gt;
&lt;br /&gt;
Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Infection event !! Details !! Infection chance per event&lt;br /&gt;
|-&lt;br /&gt;
! Sharing a bed&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn sharing any two-person bed or sleeping spot spreads the infection to any bedmates. &lt;br /&gt;
* The pawns do not need to be in a relationship or participate in [[lovin]]' for the implantation to occur. &lt;br /&gt;
* Pawns sharing the same barracks but not the same two-person beds or sleeping spots will '''not''' spread the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Performing surgery  &lt;br /&gt;
| &lt;br /&gt;
* Any medical bill performed on a pawn by an infected pawn can spread the infection.&lt;br /&gt;
** This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, [[xenogerm]] implantation,{{BiotechIcon}} and [[Hemogen pack|blood transfusions]].{{BiotechIcon}} &lt;br /&gt;
* Tending '''does not''' spread metalhorror infections.&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
! Cooking a meal&lt;br /&gt;
| &lt;br /&gt;
* Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.&lt;br /&gt;
** This chance is rolled upon consumption, not upon creation of the meal.&lt;br /&gt;
** Unlike food poisoning, there is no averaging of infection rates when a tainted meal is added to a meal stack - the number of tainted meals in the stack is kept constant, and pawns will prioritize{{Check Tag|Clarification needed|As in will always eat the tainted meal first when consuming meals from a given stack? Will always take that meal when various stacks available? etc.}} consuming tainted meals.&lt;br /&gt;
** [[Pemmican]], [[baby food]],{{BiotechIcon}} and [[kibble]] cannot be infected. [[Nutrient paste meal]]s have no cook, and are therefore similarly safe. &lt;br /&gt;
* '''After the infection is revealed, it is possible to have your colony reinfected by tainted meals.'''Even after the event has ended, the meals will retain their Metal Horror infectious properties and will not be neutralized. Unless you can guarantee that the cooks are not infected, you will need to discard all of the meals.{{Check Tag|Detail needed|Do you need to do the flesh research again or is it considered the same?}}&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[Unnatural healing]]&lt;br /&gt;
| &lt;br /&gt;
* Use of the ability by an infected pawn on an uninfected pawn spreads the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
! Feeding patients&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn feeding anything to a patient can infect the patient. This includes [[hemogen pack]]s{{BiotechIcon}} being fed to [[Hemogen|hemogenic]]{{BiotechIcon}} prisoners and patients.&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detailed Information to be cleaned up ===&lt;br /&gt;
{{Rewrite|section=1|reason=Move this info into the correct  sections of this page}}&lt;br /&gt;
There are two separate metalhorror incidents. Both fire as Minor Threats.&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by [[entities]]. &lt;br /&gt;
* Requires monolith level 1. &lt;br /&gt;
* Can trigger on day 30 at the earliest. &lt;br /&gt;
* 45 day cooldown&lt;br /&gt;
* Requires a colonist count of 4 and 300 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiner infected with Metalhorrors:&lt;br /&gt;
* Requires monolith level 2. &lt;br /&gt;
* Can trigger on day 10 at the earliest.&lt;br /&gt;
* 60 day cooldown. &lt;br /&gt;
* No raid point nor a Colonist count requirement.&lt;br /&gt;
&lt;br /&gt;
The first gray flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.&lt;br /&gt;
&lt;br /&gt;
If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Contrary to other non-human entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.{{Check Tag|Counts time inside?|When does this growth start? From exiting the pawn or from infection?}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind [[corpse]]s when killed, instead breaking down into a pile of {{Icon Small|Bioferrite||10-20}} [[bioferrite]], and occasionally {{Icon Small|shard||1}} [[shard]].{{Check Tag|Chance?}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The metalhorror yields 2.0 to 4.4 [[bioferrite]] and 160W to 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacked, metalhorrors only receive 25% of damage.{{Check Tag|Stat?|Incoming Damage Multiplier?}} They can be stunned by EMP, but never adapt to it. They also have 200% [[flammability]].&lt;br /&gt;
&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}} Larval and juvenile metalhorrors deal less damage.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors' legs have a total of 36% chance to be targeted by damage, almost twice that of human legs, while having only 60% as much health. This makes them more likely to have both legs destroyed in combat.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors are easy to fight if you have EMP weapons. Because they don't adapt to EMP, they can be stunned indefinitely&lt;br /&gt;
&lt;br /&gt;
=== Metalhorror infection ===&lt;br /&gt;
Once gray flesh is discovered, it is important to consider the pawns most likely to spread infections - Cooks, Doctors, and Wardens. &lt;br /&gt;
* Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating [[Nutrient paste meal|nutrient paste]] which will prevent meals from being an infection vector until the metalhorrors have been rooted out. &lt;br /&gt;
* Doctors only spread infections while operating or feeding patients, which allows some estimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.&lt;br /&gt;
* Humans that spend a long amount of time downed are highly likely to be infected by an infected warden or doctor. Permanently downed prisoners, those recovering from low quality [[skip abduction]]s, and humans with [[paralytic abasia]] are most susceptible. Prisoners can be interrogated and their infections uncovered - even by infected wardens.&lt;br /&gt;
* Once an infection has been confirmed, anyone sharing a bed or sleeping spot with the infected human should also be considered infected.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
After discovering gray flesh, colonists can occasionally notice &amp;quot;some combination of unusual behavior&amp;quot; in another colonist while chatting. The name of the infected colonist (as well as the suspicious one) will be revealed in a letter. This can give the player some hints about who is infected, and how the infection may be spreading throughout the colony. However, confirming metalhorror infection still requires a surgical inspection after gray flesh has been sufficiently studied.&lt;br /&gt;
&lt;br /&gt;
[[Paramedic]]s{{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done after studying 2 pieces of gray flesh:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner.  Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
==== Force emergence by bed sharing ====&lt;br /&gt;
Since metalhorrors always emerge when they have infected half of your colony, and infection occurs as soon as two pawns share the same bed, you can trigger metalhorror emergence by letting your pawns share beds.&lt;br /&gt;
&lt;br /&gt;
Some pawns must stay outside to fight the metalhorrors though. Since they may also be infected, each of them should stay in a different room to contain the potential metalhorror. These pawns should have good melee and doctor skills to tend your downed pawns afterward.&lt;br /&gt;
&lt;br /&gt;
The number of participating pawns should be at least half of your colony to guarantee that the threshold is reached. Create a double sleeping spot in a separate room for every 2 participating pawns. Then create anethetize bills for each pawns and assign them to rest on the same spot (the game will say that the spot has been reserved, but just prioritize it anyway). You should assign pawns to sleep with someone who is not their lover or spouse, since lovers should already have infected eachother when they share the same bed before. If the threshold has been reached, metalhorrors should emerge after a few seconds. If not, swap the partners around until they emerge.&lt;br /&gt;
&lt;br /&gt;
You can prepare for the emergence by armoring the pawns who have to stay outside and setting spiketraps in the bedrooms for the metalhorrors to trigger.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Now as for preventing Metalhorrors from spreading premptively for the event of a infection, you can do the following&lt;br /&gt;
* Set a zone forbidding pawns from accessing prisons, kitchens and hospitals, and set that zone onto any pawn who has less then 30 days in their record, especially creepjoiners, or pawns who were attacked by revenants or any of the entities described in the summary, and keep note of the days in their record and set the zone off once the pathway has expired.&lt;br /&gt;
** Cooks can still butcher and cook pemmican safely and doctors can be left to treat animals if you separate those into different rooms.&lt;br /&gt;
** Slaves do not have a record for time spent as a colonist so stats like time spent under a roof can be used as a rough estimate.&lt;br /&gt;
** Colonists that were in the colony for over a year have their record set as #.# making keep track of them more difficult, the combat log can be used instead albeit those are prone to being wiped. {{Check Tag|When?|When do combat logs expire, if its less then 30 days then this might not be as effective}}&lt;br /&gt;
* If a gray flesh event sets off then you can check any pawns who were assigned that zone.&lt;br /&gt;
* For lovers you can place another bed in their room and assign the suspect to it, preventing the sleeping alone moodlet. a bedroll may be used instead to prevent the room's space stat from being reduced.&lt;br /&gt;
* For combat encounters with entities you should ideally avoid having humans do melee combat, and let mechanoids and animals tank the hits instead.&lt;br /&gt;
&lt;br /&gt;
Imprisoning suspects such as creepjoiners runs the risk of [[prison break]]s and thus the possibility of outright losing them due to casualities or escaping so assigning a &amp;quot;Quarantine&amp;quot; zone to them until their drawback is identified can be a better alternative.&lt;br /&gt;
&lt;br /&gt;
=== Mature metalhorror ===&lt;br /&gt;
You will fight groups of mature metalhorrors during the [[monolith]] awakening, they can do serious damage to your colony, but do not cause metalhorror infection.&lt;br /&gt;
&lt;br /&gt;
Fighting metalhorrors is much like fighting [[scyther]]s, due to their identical melee attacks and fighter role in combat. The same tactics that apply to scythers largely also apply to them, as they also vulnerable to EMP and can similarly be lured into [[spike trap]]s. However, Metalhorrors are much faster and more resistant to damage than scythers.&lt;br /&gt;
&lt;br /&gt;
One disadvantage they have compared to scythers is that Metalhorrors are highly flammable. They can be ignited very easily and will disengage from combat while on fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple a pack of metalhorrors.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Due to the high containment requirements of metalhorrors and their sharp attacks, healthy ones are dangerous to maintain. However, legless metalhorrors can be captured with no risk of escape. They yield a decent 2.0 - 4.4 bioferrite/day{{Check Tag|Verify|How is this number derived and then verify the range}} depending on body size. If you find downed metalhorrors with damaged legs, continue to punch them with bare hands until both their legs are shattered, or death. Metalhorrors' high armor makes the first case more likely to happen than other entities. At 4 advanced per study, Metalhorrors have the highest potential research gain, but it's likely more beneficial to capture multiple entities that are less dangerous for research points.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts === &lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Metalhorror&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Metalhorror}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection Vectors===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metal_Horror_Cooking.PNG|Cooking&lt;br /&gt;
Metal_Horror_Fingerspike_Attack.PNG|Fingerspike Attack&lt;br /&gt;
Metal_Horror_Meal_and_Surgery1.PNG|Feeding Meals and Surgery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Added eyes to metalhorrors. Previously a metalhorror's mind core functioned as both its eyes and brain, allowing the &amp;quot;[[Hediffs#Dirt|kick dirt in eyes]]&amp;quot; melee effect when fighting on appropriate terrain to instantly incapacitate them until the effect wore off.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Metalhorror filth not spawning if previous map was abandoned with specific timing.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=176672</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=176672"/>
		<updated>2026-03-05T15:18:07Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{recode|reason=Actual table of pawn entities themselves in addition to the entries in the codex}}&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Basic projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| {{Q|Void monolith|Description}}&amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| {{Q|Harbinger tree|Description}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
! [[Fleshbeast]]&lt;br /&gt;
| Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|  1 Basic (Fingerspike), 2 Basic (Trispike, Toughspike), 2.5 Advanced (Bulbfreak)&lt;br /&gt;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Proximity detector|Proximity detector]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
| 1 Basic&lt;br /&gt;
| [[Research#Draw shamblers|Draw shamblers]]&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Ghoul infusion|Ghoul infusion]]&amp;lt;br&amp;gt;[[Research#Ghoul enhancements|Ghoul enhancements]]&amp;lt;br&amp;gt;[[Research#Ghoul resurrection|Ghoul resurrection]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
| 2 Basic&lt;br /&gt;
| [[Research#Bliss lobotomy|Bliss lobotomy]]&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&lt;br /&gt;
| A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Deadlife dust|Deadlife dust]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
! [[Pit gate]]&lt;br /&gt;
| A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
! [[Dreadmeld]]&lt;br /&gt;
| A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Provoke pit gate|Provoke pit gate]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Mutation weaponry|Mutation weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| [[Research#Juggernaut serum|Juggernaut serum]]&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Brainwipe|Brainwipe]]&amp;lt;br&amp;gt;[[Research#Revenant invisibility|Revenant invisibility]]&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
| 4 Advanced&lt;br /&gt;
| [[Research#Metalblood serum|Metalblood serum]]&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| 2.5 Advanced&lt;br /&gt;
| [[Research#Insanity weaponry|Insanity weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Blood rain|Blood rain]]&amp;lt;br&amp;gt;[[Research#Neurosis pulse|Neurosis pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| {{Q|Twisted obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| {{Q|Corrupted obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| {{Q|Warped obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| {{Q|Golden cube|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| [[Research#Pleasure pulse|Pleasure pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| [[Research#Death refusal|Death refusal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Downed hostile entities may be captured and exploited for a number of purposes:&lt;br /&gt;
* Studying captured entities increases progress towards unlocking the [[Research#Anomaly|Anomaly research tree]]&lt;br /&gt;
* [[Bioferrite]] can be extracted from entities. Bioferrite is a versatile resource- it is required to perform [[psychic rituals]], can serve as a material for [[bioferrite shaper|crafting equipment]], and is a potent [[bioferrite generator|fuel source]].&lt;br /&gt;
* [[Nociosphere]]s can be sent out as a devastating weapon &lt;br /&gt;
* [[Fleshmass nucleus|Fleshmass nuclei]] continually produce [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Unlike keeping human [[prisoner]]s which only require a sleeping spot in an enclosed room, Entities require their own specialized buildings to contain, and entities have their own unique calculations that dictate how frequently they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&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;
&lt;br /&gt;
[[Category:Creatures]][[Category:Factions]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=176670</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=176670"/>
		<updated>2026-03-05T14:50:21Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Advanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{recode|reason=Actual table of pawn entities themselves in addition to the entries in the codex}}&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Basic projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| {{Q|Void monolith|Description}}&amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| {{Q|Harbinger tree|Description}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
! [[Fleshbeast]]&lt;br /&gt;
| Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|&lt;br /&gt;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Proximity detector|Proximity detector]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
| 1 Basic&lt;br /&gt;
| [[Research#Draw shamblers|Draw shamblers]]&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Ghoul infusion|Ghoul infusion]]&amp;lt;br&amp;gt;[[Research#Ghoul enhancements|Ghoul enhancements]]&amp;lt;br&amp;gt;[[Research#Ghoul resurrection|Ghoul resurrection]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
| 2 Basic&lt;br /&gt;
| [[Research#Bliss lobotomy|Bliss lobotomy]]&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&lt;br /&gt;
| A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Deadlife dust|Deadlife dust]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
! [[Pit gate]]&lt;br /&gt;
| A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
! [[Dreadmeld]]&lt;br /&gt;
| A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Provoke pit gate|Provoke pit gate]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Mutation weaponry|Mutation weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| [[Research#Juggernaut serum|Juggernaut serum]]&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Brainwipe|Brainwipe]]&amp;lt;br&amp;gt;[[Research#Revenant invisibility|Revenant invisibility]]&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
| 4 Advanced&lt;br /&gt;
| [[Research#Metalblood serum|Metalblood serum]]&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| 2.5 Advanced&lt;br /&gt;
| [[Research#Insanity weaponry|Insanity weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Blood rain|Blood rain]]&amp;lt;br&amp;gt;[[Research#Neurosis pulse|Neurosis pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| {{Q|Twisted obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| {{Q|Corrupted obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| {{Q|Warped obelisk|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| {{Q|Golden cube|Description}}&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| [[Research#Pleasure pulse|Pleasure pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| [[Research#Death refusal|Death refusal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Downed hostile entities may be captured and exploited for a number of purposes:&lt;br /&gt;
* Studying captured entities increases progress towards unlocking the [[Research#Anomaly|Anomaly research tree]]&lt;br /&gt;
* [[Bioferrite]] can be extracted from entities. Bioferrite is a versatile resource- it is required to perform [[psychic rituals]], can serve as a material for [[bioferrite shaper|crafting equipment]], and is a potent [[bioferrite generator|fuel source]].&lt;br /&gt;
* [[Nociosphere]]s can be sent out as a devastating weapon &lt;br /&gt;
* [[Fleshmass nucleus|Fleshmass nuclei]] continually produce [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Unlike keeping human [[prisoner]]s which only require a sleeping spot in an enclosed room, Entities require their own specialized buildings to contain, and entities have their own unique calculations that dictate how frequently they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&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;
&lt;br /&gt;
[[Category:Creatures]][[Category:Factions]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=176669</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=176669"/>
		<updated>2026-03-05T14:47:07Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Advanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{recode|reason=Actual table of pawn entities themselves in addition to the entries in the codex}}&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Basic projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| {{Q|Void monolith|Description}}&amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| {{Q|Harbinger tree|Description}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
! [[Fleshbeast]]&lt;br /&gt;
| Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|&lt;br /&gt;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Proximity detector|Proximity detector]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
| 1 Basic&lt;br /&gt;
| [[Research#Draw shamblers|Draw shamblers]]&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Ghoul infusion|Ghoul infusion]]&amp;lt;br&amp;gt;[[Research#Ghoul enhancements|Ghoul enhancements]]&amp;lt;br&amp;gt;[[Research#Ghoul resurrection|Ghoul resurrection]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
| 2 Basic&lt;br /&gt;
| [[Research#Bliss lobotomy|Bliss lobotomy]]&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&lt;br /&gt;
| A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Deadlife dust|Deadlife dust]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
! [[Pit gate]]&lt;br /&gt;
| A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
! [[Dreadmeld]]&lt;br /&gt;
| A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Provoke pit gate|Provoke pit gate]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Mutation weaponry|Mutation weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| [[Research#Juggernaut serum|Juggernaut serum]]&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
| 2 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
| 1 Advanced&lt;br /&gt;
| N/A&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| 3 Advanced&lt;br /&gt;
| [[Research#Brainwipe|Brainwipe]]&amp;lt;br&amp;gt;[[Research#Revenant invisibility|Revenant invisibility]]&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Metalblood serum|Metalblood serum]]&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Insanity weaponry|Insanity weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Blood rain|Blood rain]]&amp;lt;br&amp;gt;[[Research#Neurosis pulse|Neurosis pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| {{Q|Twisted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| {{Q|Corrupted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| {{Q|Warped obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| {{Q|Golden cube|Description}}&lt;br /&gt;
| &lt;br /&gt;
| [[Research#Pleasure pulse|Pleasure pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Death refusal|Death refusal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Downed hostile entities may be captured and exploited for a number of purposes:&lt;br /&gt;
* Studying captured entities increases progress towards unlocking the [[Research#Anomaly|Anomaly research tree]]&lt;br /&gt;
* [[Bioferrite]] can be extracted from entities. Bioferrite is a versatile resource- it is required to perform [[psychic rituals]], can serve as a material for [[bioferrite shaper|crafting equipment]], and is a potent [[bioferrite generator|fuel source]].&lt;br /&gt;
* [[Nociosphere]]s can be sent out as a devastating weapon &lt;br /&gt;
* [[Fleshmass nucleus|Fleshmass nuclei]] continually produce [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Unlike keeping human [[prisoner]]s which only require a sleeping spot in an enclosed room, Entities require their own specialized buildings to contain, and entities have their own unique calculations that dictate how frequently they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&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;
&lt;br /&gt;
[[Category:Creatures]][[Category:Factions]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=176668</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=176668"/>
		<updated>2026-03-05T14:39:33Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{recode|reason=Actual table of pawn entities themselves in addition to the entries in the codex}}&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Basic projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| {{Q|Void monolith|Description}}&amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| {{Q|Harbinger tree|Description}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
! [[Fleshbeast]]&lt;br /&gt;
| Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|&lt;br /&gt;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Proximity detector|Proximity detector]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
| 1 Basic&lt;br /&gt;
| [[Research#Draw shamblers|Draw shamblers]]&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
| 1.5 Basic&lt;br /&gt;
| [[Research#Ghoul infusion|Ghoul infusion]]&amp;lt;br&amp;gt;[[Research#Ghoul enhancements|Ghoul enhancements]]&amp;lt;br&amp;gt;[[Research#Ghoul resurrection|Ghoul resurrection]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
| 2 Basic&lt;br /&gt;
| [[Research#Bliss lobotomy|Bliss lobotomy]]&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&lt;br /&gt;
| A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Deadlife dust|Deadlife dust]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
! Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
! [[Pit gate]]&lt;br /&gt;
| A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
! [[Dreadmeld]]&lt;br /&gt;
| A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Provoke pit gate|Provoke pit gate]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Mutation weaponry|Mutation weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Juggernaut serum|Juggernaut serum]]&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
| &lt;br /&gt;
| N/A&lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Brainwipe|Brainwipe]]&amp;lt;br&amp;gt;[[Research#Revenant invisibility|Revenant invisibility]]&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Metalblood serum|Metalblood serum]]&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Insanity weaponry|Insanity weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Research#Blood rain|Blood rain]]&amp;lt;br&amp;gt;[[Research#Neurosis pulse|Neurosis pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| {{Q|Twisted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| {{Q|Corrupted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| {{Q|Warped obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| {{Q|Golden cube|Description}}&lt;br /&gt;
| &lt;br /&gt;
| [[Research#Pleasure pulse|Pleasure pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Death refusal|Death refusal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Downed hostile entities may be captured and exploited for a number of purposes:&lt;br /&gt;
* Studying captured entities increases progress towards unlocking the [[Research#Anomaly|Anomaly research tree]]&lt;br /&gt;
* [[Bioferrite]] can be extracted from entities. Bioferrite is a versatile resource- it is required to perform [[psychic rituals]], can serve as a material for [[bioferrite shaper|crafting equipment]], and is a potent [[bioferrite generator|fuel source]].&lt;br /&gt;
* [[Nociosphere]]s can be sent out as a devastating weapon &lt;br /&gt;
* [[Fleshmass nucleus|Fleshmass nuclei]] continually produce [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Unlike keeping human [[prisoner]]s which only require a sleeping spot in an enclosed room, Entities require their own specialized buildings to contain, and entities have their own unique calculations that dictate how frequently they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&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;
&lt;br /&gt;
[[Category:Creatures]][[Category:Factions]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Z98m8d2wuaomidz8&amp;topic_postId=z9lfj61q1qkmjj2c&amp;topic_revId=z9lfj61q1qkmjj2c&amp;action=single-view</id>
		<title>Topic:Z98m8d2wuaomidz8</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Z98m8d2wuaomidz8&amp;topic_postId=z9lfj61q1qkmjj2c&amp;topic_revId=z9lfj61q1qkmjj2c&amp;action=single-view"/>
		<updated>2026-03-05T14:37:52Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:SirBojangles&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:SirBojangles (page does not exist)&quot;&gt;&lt;bdi&gt;SirBojangles&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SirBojangles&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SirBojangles&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SirBojangles&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SirBojangles&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Z98m8d2wuaomidz8&amp;amp;topic_showPostId=z9lfj61q1qkmjj2c#flow-post-z9lfj61q1qkmjj2c&quot;&gt;commented&lt;/a&gt; on &quot;Suggestion to merge to pit gate&quot; (&lt;em&gt;I am not against the two pages being merged.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=176667</id>
		<title>Holding platform</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=176667"/>
		<updated>2026-03-05T14:32:43Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General also formatting and format standsrd}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Holding platform&lt;br /&gt;
| image = Holding platform.png&lt;br /&gt;
| description = A platform for holding dangerous entities. The corners have eyelets where strong chains can be attached.&amp;lt;br/&amp;gt;Downed entities can be captured and secured on a holding platform, where they can be studied for Anomaly knowledge. Increase containment strength by building strong walls and doors, and other special containment devices.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 30&lt;br /&gt;
&amp;lt;!-- statBases --&amp;gt;&lt;br /&gt;
| sell price factor = 0.70&lt;br /&gt;
| meditation psyfocus bonus = 0&lt;br /&gt;
| hp = 500&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| mass base = 30&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| focus types = Void&lt;br /&gt;
| occupied meditation psyfocus bonus offset = 0.16&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
| size = 3 * 3&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| facility = Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Entity containment&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment factor = 1&lt;br /&gt;
| min monolith level = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = HoldingPlatform&lt;br /&gt;
| label = holding platform&lt;br /&gt;
| thingClass = Building_HoldingPlatform&lt;br /&gt;
| category = Building&lt;br /&gt;
| drawerType = RealtimeOnly &amp;lt;!-- Prevents items clipping into it --&amp;gt;&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| inspectorTabs = ITab_Entity&lt;br /&gt;
| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
&amp;lt;!-- graphicData --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/HoldingPlatform/HoldingPlatform&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| drawSize = (3, 3)&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
  &amp;lt;ThingDef ParentName=&amp;quot;HoldingPlatformBase&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;soundImpactDefault&amp;gt;BulletImpact_Metal&amp;lt;/soundImpactDefault&amp;gt;&lt;br /&gt;
    &amp;lt;repairEffect&amp;gt;Repair&amp;lt;/repairEffect&amp;gt;&lt;br /&gt;
    &amp;lt;leaveResourcesWhenKilled&amp;gt;true&amp;lt;/leaveResourcesWhenKilled&amp;gt;&lt;br /&gt;
    &amp;lt;filthLeaving&amp;gt;Filth_RubbleBuilding&amp;lt;/filthLeaving&amp;gt;&lt;br /&gt;
    &amp;lt;containedPawnsSelectable&amp;gt;true&amp;lt;/containedPawnsSelectable&amp;gt;&lt;br /&gt;
    &amp;lt;tickerType&amp;gt;Normal&amp;lt;/tickerType&amp;gt;&lt;br /&gt;
    &amp;lt;uiOrder&amp;gt;100&amp;lt;/uiOrder&amp;gt;&lt;br /&gt;
    &amp;lt;canOverlapZones&amp;gt;false&amp;lt;/canOverlapZones&amp;gt;&lt;br /&gt;
    &amp;lt;defaultPlacingRot&amp;gt;North&amp;lt;/defaultPlacingRot&amp;gt;&lt;br /&gt;
  &amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| room role = Containment cell&lt;br /&gt;
}}&lt;br /&gt;
'''Holding platforms''' are [[buildings]] added by the [[Anomaly DLC]] that allow for the [[containment]] of some [[entities]].&lt;br /&gt;
&lt;br /&gt;
They can be considered the upgraded form of the [[holding spot]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
Below is the formula for containment strength without any modifiers. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
| Containment strength = Current Average Door {{HP}} + Current Average Wall HP + (Average Light Level (%) * 100/10) (ɪꜰ[Active [[shard inhibitor]] ] {{--|20}} ᴇʟꜱᴇ +0) - electric(-10) inhibitor - active bioferrite harvester(-15) - electroharvesters(-25)&lt;br /&gt;
|}&lt;br /&gt;
Where current HP is the HP accounting for any damage to the building.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Holding platform is the more advanced version of the Holding spot being able to handle more powerful entities within weaker buildings. Even so it is still recommended to build the holding platforms surrounded by the stone walls (granite if possible) to reduce the escape interval of entities, mining a room out of a mountain is a very cheap way to boost. Multiple entities can be contained within the same room at the cost of weakening the containment strength.&lt;br /&gt;
&lt;br /&gt;
The holding platform is also essential to have as this allows the player to worry less about the entities when farming for materials. proper preparations for the containment cell is also essential as the containment strength uses the average hp of doors and walls.&lt;br /&gt;
&lt;br /&gt;
Using unmined ores, such as [[compacted plasteel]], for holding platform walls allows reaching containment strength not possible with constructed walls.&lt;br /&gt;
&lt;br /&gt;
While not directly connected to the holding platform, it is usually advantagious to lower the tempature of a containment room. Numerous entities have a reduced chance to escape when kept cold, and no entities gain an increased chance to escape when left cold, so it is only ever an upside for containment.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Provoke_pit_gate&amp;diff=176666</id>
		<title>Provoke pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Provoke_pit_gate&amp;diff=176666"/>
		<updated>2026-03-05T14:14:01Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Provoke pit gate &lt;br /&gt;
| image = Provoke pit gate.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Use a psychic pulse to provoke underground fleshbeasts into opening a massive pit gate in the ground somewhere in the local area. The massive sinkhole will lead down to a fleshbeast-infested cavern which can be explored for resources.&lt;br /&gt;
| research = Provoke pit gate &lt;br /&gt;
| ritual duration = 15000&lt;br /&gt;
| ritual cooldown = 2700000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 75 &lt;br /&gt;
}}&lt;br /&gt;
'''Provoke pit gate''' is a [[psychic ritual]] that causes a [[pit gate]] to form on the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
The ritual cannot be initiated in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A higher-quality ritual will attract more fleshbeasts. The total number of flesh beasts is affected both by the ritual quantity and by the wealth of the tile; a ritual quality of 3% on a map with nothing of value on it can summon as little as a single fingerspike, while the same 3% ritual can draw up to 21 fleshbeasts on a map filled with gold flooring to inflate value. &lt;br /&gt;
&lt;br /&gt;
Ritual quality has an effect on what kind of fleshbeasts can spawn, as a low quality ritual will only summon weaker fleshbeasts. On an unbuilt tile, a max quality ritual with a psychically sensitive pawn, 6 Legendary Void Sculptures, and 4 Shard Beacons will result in only a trispike and a Toughspike, showing that ritual quality is a distant second factor compared to tile wealth.{{Check Tag|Confirm calculation for wealth + ritual quality threat scaling}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Utilizing Provoke Pit Gate is an important part of progression through the Anomaly DLC, as many things you may desire, such as Ghouls, or need to deal with, like the [[golden cube]] will require [[shard]]s. Of the various psychic rituals available, only Provoke Pit Gate will spawn something that constantly leaves shards when defeated, that being the [[Dreadmeld]]. This makes this ritual one the most consistent and convenient sources for a resource most colonies will need in abundance.&lt;br /&gt;
&lt;br /&gt;
Unlike [[draw fleshbeasts]], Provoke Pit Gate will spawn significantly higher numbers of fleshbeasts at a higher ritual quality. It will also draw more dangerous fleshbeasts, most notably [[bulbfreak]]s, which are not summoned by the other ritual.&lt;br /&gt;
&lt;br /&gt;
Bulbfreaks summoned are highly desirable for capture, as they give the second highest [[bioferrite]] per day, at 7, only 0.2 behind the absolute highest, the [[Nociosphere]]. Unlike the Nociosphere, bulbfreaks can be obtained en masse and held long term, assuming that an electroharvester isn't used. The main issue is that they cannot be damaged by virtually any source without being forcibly ruptured into smaller, non-valuable fleshbeasts. Instead, a source of Psychic Shock must be used to down them.{{Check Tag|Brain fire?|Can bulbs be popped by brain fire from the lance?}} A [[Shard shock lance]] is suitable for this purpose, and renewable, as the shard they cost to craft is paid back in triplicate for defeating the Dreadmeld of the pit gate. Careful fire control is required for this however. It is extremely plausible for any colonist's missed shots against the other fleshbeasts spawned by the pit gate's opening to hit a downed bulbfreak and explode them, ruining the capture operation.&lt;br /&gt;
&lt;br /&gt;
=== Threat minimization ===&lt;br /&gt;
Since the better quality ritual draws more fleshbeasts, if you just want to open the pit with minimum troubles, intentionally tanking the ritual quality will significantly lower the number of emerging fleshbeasts. To do this, create a separate [[psychic ritual spot]] without [[void sculpture]]s and [[shard beacon]]s. Then use the pawn with the lowest possible [[psychic sensitivity]] as the invoker. A  [[psychically dull]] or regularly sensitive pawn wearing a [[psychic foil helmet]] are good choices, however a [[psychically deaf]] pawn wearing a single item of [[prestige armor]]{{RoyaltyIcon}} is close to ideal at only 5% sensitivity.&lt;br /&gt;
&lt;br /&gt;
It is not confirmed whether the ritual's quality affects the quality of the loot in the pit gate, either from flesh pods, number of fleshbeasts inside, or in the form of ores spawned.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176665</id>
		<title>Pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176665"/>
		<updated>2026-03-05T14:05:56Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Some general}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Pit gate&lt;br /&gt;
| description = A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| image = Pit gate.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| size = 8x8&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
}}&lt;br /&gt;
{{distinguish|Pit burrow}}&lt;br /&gt;
A '''pit gate''' is an advanced [[entity]] from the [[Anomaly]] DLC. A pit gate will spawn [[fleshbeast]]s upon initial appearance and will continue to spawn more periodically. {{Check Tag|Interval?}} The player may let colonists enter the pit gate to defeat the [[Dreadmeld]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
With at least a level 2 [[Monolith]], a pit gate is a possible outcome of Void Provocation and can also appear randomly (but no more than once per 45 days) as a major threat. A Pit Gate requires 500 [[Raid points]]. Pit gates appear to consistently be the first Advanced threat to arrive after upgrading the Monolith.{{Check Tag|Verify|Appear? Check code to confirm}}&lt;br /&gt;
&lt;br /&gt;
Encountering the [[dreadmeld]] inside the pit unlocks the [[Provoke pit gate]] ritual, which can be used to summon more pit gates. The use of this ritual is important for progressing through Anomaly.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details about pit gate travel, including interface.  does one pit gate prevent spawning of others? what about provoked? mention even if the answer is no}}&lt;br /&gt;
The pit gate initially appears as an &amp;quot;underground emergence&amp;quot;. After {{Ticks/gametime|5000}} to {{Ticks/gametime|20000}}, the emergence will open up into a pit gate, and [[fleshbeast]]s will emerge to attack your colony.&lt;br /&gt;
&lt;br /&gt;
It is possible to use the pit gate to travel to the [[undercave]], a pocket map located underground, and infested with [[fleshmass]]. In order to collapse the pit gate, you must kill the [[dreadmeld]] that resides within.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed and anything left inside will be lost.&lt;br /&gt;
&lt;br /&gt;
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. The time between waves will be at least 12 days and average every 14 days. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
You can use the cavern as a home by carrying resources into it. Raids will only attack the upper map, making it a safe underground shelter. Just ensure to wall off or otherwise leave alone the large flesh beasts in the cave. However, fleshbeasts will periodically emerge from the top of the cave, even if there are no fleshbeasts remaining inside but the Dreadmeld, so living in a pit gate will leave the surface becoming increasingly infested with fleshbeasts over time if they are not managed, which can be difficult, given how emerging from the pit will often plant you right in their path.&lt;br /&gt;
&lt;br /&gt;
Notably, wealth on the upper map does not affect the undercave, where pawns will have Low Expectations to begin with. However, this is not true of the inverse: For the purposes of [[Raid points]], wealth and colonists in the undercave '''do''' count for the surface level above. Stashing wealth in the undercave while having no wealth on the surface map, will still lead the pawns on the surface map having High Expectations. This prevents an obvious interaction of concealing your wealth from raiders through something readily spawned on your home tile, without leaving pawns stuck down in the tunnels with low mood away from the comforts of home. &lt;br /&gt;
&lt;br /&gt;
If you wish to destroy the cave,  this is easy as well. You can fill it with toxic waste to poison the monsters within,  or send an expedition to fight the monsters inside.  Ghouls are quite well suited to long stays in the cave, but several are needed or will be overwhelmed. &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any negative effects for leaving [[pollution]]{{BiotechIcon}} or [[toxic wastepack]]s{{BiotechIcon}} in the pit gate's undercave, even after it has collapsed. Since Fleshbeasts are not immune to toxic buildup, dumping wastepacks inside and setting them on fire is an easy way to deal with the pit. This also doubles as an effective wastepack disposal method.&lt;br /&gt;
&lt;br /&gt;
Beware the pit rumbles as beasts will fly out and attack. If the pit combines with a flesh heart event, walls of flesh will surround the pit holding the beasts that emerge in place,  collecting potentially hundreds or even thousands of monsters that will be released when the flesh heart dies. Therefore beware of complications from the pit interacting with other events. Another challenging example would be fighting raids from the pit in the darkness event. On the other hand,  flesh beasts will come from the pit periodically,  forever, and aren't usually too challenging to deal with,  but are hostile to a variety of enemies,  most helpfully the mechanoids. If you have a situation where a large number of fleshbeasts have become held in place outside the pit, toxic fallout or artillery mortars will assist if this situation transpires on your map. Alternatively, you may exploit this event as the story teller will believe you are in a permanent raid,  reducing the amount of raids it sends you. Note that hundreds or thousands of flesh beasts will slow down the game.&lt;br /&gt;
&lt;br /&gt;
It is recommended to plan a long term strategy in advance when deciding what to do with the pit, whether that is making a vault inside, destroying its inhabitants to close it,  using it as a source of flesh beasts.&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;br /&gt;
[[Category: Anomaly]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176664</id>
		<title>Pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176664"/>
		<updated>2026-03-05T14:05:16Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Some general}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Pit gate&lt;br /&gt;
| description = A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| image = Pit gate.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| size = 8x8&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
}}&lt;br /&gt;
{{distinguish|Pit burrow}}&lt;br /&gt;
A '''pit gate''' is an advanced [[entity]] from the [[Anomaly]] DLC. A pit gate will spawn [[fleshbeast]]s upon initial appearance and will continue to spawn more periodically. {{Check Tag|Interval?}} The player may let colonists enter the pit gate to defeat the [[Dreadmeld]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
With at least a level 2 [[Monolith]], a pit gate is a possible outcome of Void Provocation and can also appear randomly (but no more than once per 45 days) as a major threat. A Pit Gate requires 500 [[Raid points]]. Pit gates appear to consistently be the first Advanced threat to arrive after upgrading the Monolith.{{Check Tag|Verify|Appear? Check code to confirm}}&lt;br /&gt;
&lt;br /&gt;
Encountering the [[dreadmeld]] inside the pit unlocks the [[Provoke pit gate]] ritual, which can be used to summon more pit gates. The use of this ritual is important for progressing through Anomaly.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details about pit gate travel, including interface.  does one pit gate prevent spawning of others? what about provoked? mention even if the answer is no}}&lt;br /&gt;
The pit gate initially appears as an &amp;quot;underground emergence&amp;quot;. After {{Ticks/gametime|5000}} to {{Ticks/gametime|20000}}, the emergence will open up into a pit gate, and [[fleshbeast]]s will emerge to attack your colony.&lt;br /&gt;
&lt;br /&gt;
It is possible to use the pit gate to travel to the [[undercave]], a pocket map located underground, and infested with [[fleshmass]]. In order to collapse the pit gate, you must kill the [[dreadmeld]] that resides within.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed and anything left inside will be lost.&lt;br /&gt;
&lt;br /&gt;
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. The time between waves will be at least 12 days and average every 14 days. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
You can use the cavern as a home by carrying resources into it. Raids will only attack the upper map, making it a safe underground shelter. Just ensure to wall off or otherwise leave alone the large flesh beasts in the cave. However, fleshbeasts will periodically emerge from the top of the cave, even if there are no fleshbeasts remaining inside but the Dreadmeld, so living in a pit gate will leave the surface becoming increasingly infested with fleshbeasts over time if they are not managed, which can be difficult, given how emerging from the pit will often plant you right in their path.&lt;br /&gt;
&lt;br /&gt;
Notably, wealth on the upper map does not affect the undercave, where pawns will have Low Expectations to begin with. However, this is not true of the inverse: Stashing wealth in the undercave while having no wealth on the surface map, will still lead the pawns on the surface map having High Expectations. This prevents an obvious interaction of concealing your wealth from raiders through something readily spawned on your home tile, without leaving pawns stuck down in the tunnels with low mood away from the comforts of home.&lt;br /&gt;
&lt;br /&gt;
If you wish to destroy the cave,  this is easy as well. You can fill it with toxic waste to poison the monsters within,  or send an expedition to fight the monsters inside.  Ghouls are quite well suited to long stays in the cave, but several are needed or will be overwhelmed. &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any negative effects for leaving [[pollution]]{{BiotechIcon}} or [[toxic wastepack]]s{{BiotechIcon}} in the pit gate's undercave, even after it has collapsed. Since Fleshbeasts are not immune to toxic buildup, dumping wastepacks inside and setting them on fire is an easy way to deal with the pit. This also doubles as an effective wastepack disposal method.&lt;br /&gt;
&lt;br /&gt;
Beware the pit rumbles as beasts will fly out and attack. If the pit combines with a flesh heart event, walls of flesh will surround the pit holding the beasts that emerge in place,  collecting potentially hundreds or even thousands of monsters that will be released when the flesh heart dies. Therefore beware of complications from the pit interacting with other events. Another challenging example would be fighting raids from the pit in the darkness event. On the other hand,  flesh beasts will come from the pit periodically,  forever, and aren't usually too challenging to deal with,  but are hostile to a variety of enemies,  most helpfully the mechanoids. If you have a situation where a large number of fleshbeasts have become held in place outside the pit, toxic fallout or artillery mortars will assist if this situation transpires on your map. Alternatively, you may exploit this event as the story teller will believe you are in a permanent raid,  reducing the amount of raids it sends you. Note that hundreds or thousands of flesh beasts will slow down the game.&lt;br /&gt;
&lt;br /&gt;
It is recommended to plan a long term strategy in advance when deciding what to do with the pit, whether that is making a vault inside, destroying its inhabitants to close it,  using it as a source of flesh beasts.&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;br /&gt;
[[Category: Anomaly]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176663</id>
		<title>Pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176663"/>
		<updated>2026-03-05T14:04:07Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Some general}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Pit gate&lt;br /&gt;
| description = A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| image = Pit gate.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| size = 8x8&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
}}&lt;br /&gt;
{{distinguish|Pit burrow}}&lt;br /&gt;
A '''pit gate''' is an advanced [[entity]] from the [[Anomaly]] DLC. A pit gate will spawn [[fleshbeast]]s upon initial appearance and will continue to spawn more periodically. {{Check Tag|Interval?}} The player may let colonists enter the pit gate to defeat the [[Dreadmeld]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
With at least a level 2 [[Monolith]], a pit gate is a possible outcome of Void Provocation and can also appear randomly (but no more than once per 45 days) as a major threat. A Pit Gate requires 500 [[Raid points]]. Pit gates appear to consistently be the first Advanced threat to arrive after upgrading the Monolith.{{Check Tag|Verify|Appear? Check code to confirm}}&lt;br /&gt;
&lt;br /&gt;
Encountering the [[dreadmeld]] inside the pit unlocks the [[Provoke pit gate]] ritual, which can be used to summon more pit gates. The use of this ritual is important for progressing through Anomaly.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details about pit gate travel, including interface.  does one pit gate prevent spawning of others? what about provoked? mention even if the answer is no}}&lt;br /&gt;
The pit gate initially appears as an &amp;quot;underground emergence&amp;quot;. After {{Ticks/gametime|5000}} to {{Ticks/gametime|20000}}, the emergence will open up into a pit gate, and [[fleshbeast]]s will emerge to attack your colony.&lt;br /&gt;
&lt;br /&gt;
It is possible to use the pit gate to travel to the [[undercave]], a pocket map located underground, and infested with [[fleshmass]]. In order to collapse the pit gate, you must kill the [[dreadmeld]] that resides within.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed and anything left inside will be lost.&lt;br /&gt;
&lt;br /&gt;
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. The time between waves will be at least 12 days and average every 14 days. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.&lt;br /&gt;
&lt;br /&gt;
For the purposes of [[Raid points]], wealth and colonists in the undercave '''do''' count for the surface level above.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
You can use the cavern as a home by carrying resources into it. Raids will only attack the upper map, making it a safe underground shelter. Just ensure to wall off or otherwise leave alone the large flesh beasts in the cave. However, fleshbeasts will periodically emerge from the top of the cave, even if there are no fleshbeasts remaining inside but the Dreadmeld, so living in a pit gate will leave the surface becoming increasingly infested with fleshbeasts over time if they are not managed, which can be difficult, given how emerging from the pit will often plant you right in their path.&lt;br /&gt;
&lt;br /&gt;
Notably, wealth on the upper map does not affect the undercave, where pawns will have Low Expectations to begin with. However, this is not true of the inverse: Stashing wealth in the undercave while having no wealth on the surface map, will still lead the pawns on the surface map having High Expectations. This prevents an obvious interaction of concealing your wealth from raiders through something readily spawned on your home tile, without leaving pawns stuck down in the tunnels with low mood away from the comforts of home.&lt;br /&gt;
&lt;br /&gt;
If you wish to destroy the cave,  this is easy as well. You can fill it with toxic waste to poison the monsters within,  or send an expedition to fight the monsters inside.  Ghouls are quite well suited to long stays in the cave, but several are needed or will be overwhelmed. &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any negative effects for leaving [[pollution]]{{BiotechIcon}} or [[toxic wastepack]]s{{BiotechIcon}} in the pit gate's undercave, even after it has collapsed. Since Fleshbeasts are not immune to toxic buildup, dumping wastepacks inside and setting them on fire is an easy way to deal with the pit. This also doubles as an effective wastepack disposal method.&lt;br /&gt;
&lt;br /&gt;
Beware the pit rumbles as beasts will fly out and attack. If the pit combines with a flesh heart event, walls of flesh will surround the pit holding the beasts that emerge in place,  collecting potentially hundreds or even thousands of monsters that will be released when the flesh heart dies. Therefore beware of complications from the pit interacting with other events. Another challenging example would be fighting raids from the pit in the darkness event. On the other hand,  flesh beasts will come from the pit periodically,  forever, and aren't usually too challenging to deal with,  but are hostile to a variety of enemies,  most helpfully the mechanoids. If you have a situation where a large number of fleshbeasts have become held in place outside the pit, toxic fallout or artillery mortars will assist if this situation transpires on your map. Alternatively, you may exploit this event as the story teller will believe you are in a permanent raid,  reducing the amount of raids it sends you. Note that hundreds or thousands of flesh beasts will slow down the game.&lt;br /&gt;
&lt;br /&gt;
It is recommended to plan a long term strategy in advance when deciding what to do with the pit, whether that is making a vault inside, destroying its inhabitants to close it,  using it as a source of flesh beasts.&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;br /&gt;
[[Category: Anomaly]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176662</id>
		<title>Pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176662"/>
		<updated>2026-03-05T14:01:12Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Some general}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Pit gate&lt;br /&gt;
| description = A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
| image = Pit gate.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| size = 8x8&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
}}&lt;br /&gt;
{{distinguish|Pit burrow}}&lt;br /&gt;
A '''pit gate''' is an advanced [[entity]] from the [[Anomaly]] DLC. A pit gate will spawn [[fleshbeast]]s upon initial appearance and will continue to spawn more periodically. {{Check Tag|Interval?}} The player may let colonists enter the pit gate to defeat the [[Dreadmeld]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
With at least a level 2 [[Monolith]], a pit gate is a possible outcome of Void Provocation and can also appear randomly (but no more than once per 45 days) as a major threat. A Pit Gate requires 500 [[Raid points]]. Pit gates appear to consistently be the first Advanced threat to arrive after upgrading the Monolith.{{Check Tag|Verify|Appear? Check code to confirm}}&lt;br /&gt;
&lt;br /&gt;
Encountering the [[dreadmeld]] inside the pit unlocks the Provoke Pit Gate ritual, which can be used to summon more pit gates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details about pit gate travel, including interface.  does one pit gate prevent spawning of others? what about provoked? mention even if the answer is no}}&lt;br /&gt;
The pit gate initially appears as an &amp;quot;underground emergence&amp;quot;. After {{Ticks/gametime|5000}} to {{Ticks/gametime|20000}}, the emergence will open up into a pit gate, and [[fleshbeast]]s will emerge to attack your colony.&lt;br /&gt;
&lt;br /&gt;
It is possible to use the pit gate to travel to the [[undercave]], a pocket map located underground, and infested with [[fleshmass]]. In order to collapse the pit gate, you must kill the [[dreadmeld]] that resides within.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed and anything left inside will be lost.&lt;br /&gt;
&lt;br /&gt;
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. The time between waves will be at least 12 days and average every 14 days. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.&lt;br /&gt;
&lt;br /&gt;
For the purposes of [[Raid points]], wealth and colonists in the undercave '''do''' count for the surface level above.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
You can use the cavern as a home by carrying resources into it. Raids will only attack the upper map, making it a safe underground shelter. Just ensure to wall off or otherwise leave alone the large flesh beasts in the cave. However, fleshbeasts will periodically emerge from the top of the cave, even if there are no fleshbeasts remaining inside but the Dreadmeld, so living in a pit gate will leave the surface becoming increasingly infested with fleshbeasts over time if they are not managed, which can be difficult, given how emerging from the pit will often plant you right in their path.&lt;br /&gt;
&lt;br /&gt;
Notably, wealth on the upper map does not affect the undercave, where pawns will have Low Expectations to begin with. However, this is not true of the inverse: Stashing wealth in the undercave while having no wealth on the surface map, will still lead the pawns on the surface map having High Expectations. This prevents an obvious interaction of concealing your wealth from raiders through something readily spawned on your home tile, without leaving pawns stuck down in the tunnels with low mood away from the comforts of home.&lt;br /&gt;
&lt;br /&gt;
If you wish to destroy the cave,  this is easy as well. You can fill it with toxic waste to poison the monsters within,  or send an expedition to fight the monsters inside.  Ghouls are quite well suited to long stays in the cave, but several are needed or will be overwhelmed. &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any negative effects for leaving [[pollution]]{{BiotechIcon}} or [[toxic wastepack]]s{{BiotechIcon}} in the pit gate's undercave, even after it has collapsed. Since Fleshbeasts are not immune to toxic buildup, dumping wastepacks inside and setting them on fire is an easy way to deal with the pit. This also doubles as an effective wastepack disposal method.&lt;br /&gt;
&lt;br /&gt;
Beware the pit rumbles as beasts will fly out and attack. If the pit combines with a flesh heart event, walls of flesh will surround the pit holding the beasts that emerge in place,  collecting potentially hundreds or even thousands of monsters that will be released when the flesh heart dies. Therefore beware of complications from the pit interacting with other events. Another challenging example would be fighting raids from the pit in the darkness event. On the other hand,  flesh beasts will come from the pit periodically,  forever, and aren't usually too challenging to deal with,  but are hostile to a variety of enemies,  most helpfully the mechanoids. If you have a situation where a large number of fleshbeasts have become held in place outside the pit, toxic fallout or artillery mortars will assist if this situation transpires on your map. Alternatively, you may exploit this event as the story teller will believe you are in a permanent raid,  reducing the amount of raids it sends you. Note that hundreds or thousands of flesh beasts will slow down the game.&lt;br /&gt;
&lt;br /&gt;
It is recommended to plan a long term strategy in advance when deciding what to do with the pit, whether that is making a vault inside, destroying its inhabitants to close it,  using it as a source of flesh beasts.&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;br /&gt;
[[Category: Anomaly]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176661</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176661"/>
		<updated>2026-03-05T13:58:02Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, are the rarest common type of Fleshbeast. As such, they are unlikely to appear from [[Draw fleshbeasts]], if they can appear at all, and are much more likely to emerge from a [[pit gate]] during it's initial spawn, and from the periodic waves of fleshbeasts that emerge from an un-closed Pit Gate. They are also found roaming the [[Undercave]], and spawn when a [[Dreadmeld]] is killed.&lt;br /&gt;
&lt;br /&gt;
A [[twisted obelisk]] has a chance to spawn one from nearby wildlife, and a [[Biomutation pulser]] (though not a [[Biomutation lance]]) can turn animals with a body size of 3.49 and up into Bulbfreaks. This includes animals such as [[Elephant]]s, [[Thrumbo]], [[Mastodon]], [[Megasloth]], and [[Hive queen]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage,{{Check Tag|Verify|Am I missing something or is 7 damage every 2 seconds not great compared to say the thrumbo with its 23 dam attack every 2 seconds}} but are slow. Their main threat is not as melee units, however: It is both highly desirable and highly difficult to capture a Bulbfreak with traditional means, as they have exceptionally low health, and a near-guaranteed chance (90%) to die on downed. Even a pawn with no melee skill whatsoever and their bare fists can kill a Bulbfreak with ease.&lt;br /&gt;
&lt;br /&gt;
This is, however, not a good thing: The main purpose a Bulbfreak has is to die, for a killed bulbfreak explodes into numerous smaller fleshbeasts, which will instantly swarm a target from multiple sides after a brief stun period upon being spawned. Any stray gunfire into a mass of fleshbeasts can easily miss an intended target to hit a Bulbfreak, standing or downed, and immediately create more problems. Fleshbeasts spawned from a killed bulbfreak are launched a small radius away from it's body, enabling them to spawn over walls, sneaking hostile fleshbeasts past built defenses.&lt;br /&gt;
&lt;br /&gt;
Note that Bulbreaks unleash more fleshbeasts upon death than [[trispike]]s and unlike them can even release [[toughspike]]s, which is why Bulbfreaks are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility for multiple reasons: They provide the second highest Bioferrite per day in containment at 7 units, with the absolute highest being 7.2 from Nociospheres. Bulbfreaks are much better entities to capture for bioferrite, however, as they are much more available, and can be kept on a long term basis, unlike Nociospheres, which will eventually destabilize. In addition, they also provide 2.5 Advanced Research, which can advance any research project (Advanced or Basic, if an Advanced research is not selected).&lt;br /&gt;
&lt;br /&gt;
This high value comes with complications: [[Electroharvester]]s should not be used around Bulbfreaks, as they will harm and eventually kill them over time, causing the containment facility to flood with hostile, uncontained fleshbeasts. There are also few ways to down a bulbfreak without causing them to explode, with the only reliable options being a [[Psychic shock lance]] or [[Shard shock lance]], the latter being more likely to use on a regular basis, due to being renewable. Shard shock lances are expensive, however, and so minimizing the times a Bulbfreak breaks containment and needs to be psychically shocked into safe capture is desirable.&lt;br /&gt;
&lt;br /&gt;
Between Shard shock lances and [[Provoke pit gate]], the capture of Bulbfreaks is an important part of progressing in Anomaly, both in research and in having Bioferrite to spend.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Bulbfreak&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Bulbfreak}}&lt;br /&gt;
{{Pawn Attack Table}}&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176660</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176660"/>
		<updated>2026-03-05T13:53:25Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, are the rarest common type of Fleshbeast. As such, they are unlikely to appear from [[Draw fleshbeasts]], if they can appear at all, and are much more likely to emerge from a [[pit gate]] during it's initial spawn, and from the periodic waves of fleshbeasts that emerge from an un-closed Pit Gate. They are also found roaming the [[Undercave]], and spawn when a [[Dreadmeld]] is killed.&lt;br /&gt;
&lt;br /&gt;
A [[twisted obelisk]] has a chance to spawn one from nearby wildlife, and a [[Biomutation pulser]] (though not a [[Biomutation lance]]) can turn animals with a body size of 3.49 and up into Bulbfreaks. This includes animals such as [[Elephant]]s, [[Thrumbo]], [[Mastodon]], [[Megasloth]], and [[Hive queen]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage,{{Check Tag|Verify|Am I missing something or is 7 damage every 2 seconds not great compared to say the thrumbo with its 23 dam attack every 2 seconds}} but are slow. Their main threat is not as melee units, however: It is both highly desirable and highly difficult to capture a Bulbfreak with traditional means, as they have exceptionally low health, and a near-guaranteed chance (90%) to die on downed. Even a pawn with no melee skill whatsoever and their bare fists can kill a Bulbfreak with ease.&lt;br /&gt;
&lt;br /&gt;
This is, however, not a good thing: The main purpose a Bulbfreak has is to die, for a killed bulbfreak explodes into numerous smaller fleshbeasts, which will instantly swarm a target from multiple sides after a brief stun period upon being spawned. Any stray gunfire into a mass of fleshbeasts can easily miss an intended target to hit a Bulbfreak, standing or downed, and immediately create more problems. Fleshbeasts spawned from a killed bulbfreak are launched a small radius away from it's body, enabling them to spawn over walls, sneaking hostile fleshbeasts past built defenses.&lt;br /&gt;
&lt;br /&gt;
Note that Bulbreaks unleash more fleshbeasts upon death than [[trispike]]s and unlike them can even release [[toughspike]]s, which is why Bulbfreaks are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility for multiple reasons: They provide the second highest Bioferrite per day in containment at 7 units, with the absolute highest being 7.2 from Nociospheres. Bulbfreaks are much better entities to capture for bioferrite, however, as they are much more available, and can be kept on a long term basis, unlike Nociospheres, which will eventually destabilize. In addition, they also provide 2.5 Advanced Research, which can advance any research project (Advanced or Basic, if an Advanced research is not selected).&lt;br /&gt;
&lt;br /&gt;
This high value comes with complications: [[Electroharvester]]s should not be used around Bulbfreaks, as they will harm and eventually kill them over time, causing the containment facility to flood with hostile, uncontained fleshbeasts. There are also few ways to down a bulbfreak without causing them to explode, with the only reliable options being a [[Psychic shock lance]] or [[Shard shock lance]], the latter being more likely to use on a regular basis, due to being renewable. Shard shock lances are expensive, however, and so minimizing the times a Bulbfreak breaks containment and needs to be psychically shocked into safe capture is desirable.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Bulbfreak&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Bulbfreak}}&lt;br /&gt;
{{Pawn Attack Table}}&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176659</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176659"/>
		<updated>2026-03-05T13:53:01Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, are the rarest common type of Fleshbeast. As such, they are unlikely to appear from [[Draw fleshbeasts]], if they can appear at all, and are much more likely to emerge from a [[pit gate]] during it's initial spawn, and from the periodic waves of fleshbeasts that emerge from an un-closed Pit Gate. They are also found roaming the [[Undercave]], and spawn when a [[Dreadmeld]] is killed.&lt;br /&gt;
&lt;br /&gt;
A [[twisted obelisk]] has a chance to spawn one from nearby wildlife, and a [[Biomutation pulser]] (though not a [[Biomutation lance]]) can turn animals with a body size of 3.49 and up into Bulbfreaks. This includes animals such as [[Elephant]]s, [[Thrumbo]], [[Mastodon]], [[Megasloth]], and [[Hive queen]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage,{{Check Tag|Verify|Am I missing something or is 7 damage every 2 seconds not great compared to say the thrumbo with its 23 dam attack every 2 seconds}} but are slow. Their main threat is not as melee units, however: It is both highly desirable and highly difficult to capture a Bulbfreak with traditional means, as they have exceptionally low health, and a near-guaranteed chance (90%) to die on downed. Even a pawn with no melee skill whatsoever and their bare fists can kill a Bulbfreak with ease.&lt;br /&gt;
&lt;br /&gt;
This is, however, not a good thing: The main purpose a Bulbfreak has is to die, for a killed bulbfreak explodes into numerous smaller fleshbeasts, which will instantly swarm a target from multiple sides after a brief stun period upon being spawned. Any stray gunfire into a mass of fleshbeasts can easily miss an intended target to hit a Bulbfreak, standing or downed, and immediately create more problems. Fleshbeasts spawned from a killed bulbfreak are launched a small radius away from it's body, enabling them to spawn over walls, sneaking hostile fleshbeasts past built defenses.&lt;br /&gt;
&lt;br /&gt;
Note that Bulbreaks unleash more fleshbeasts upon death than [[trispike]]s and unlike them can even release [[toughspike]]s, which is why Bulbfreaks are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility for multiple reasons: They provide the second highest Bioferrite per day in containment at 7 units, with the absolute highest being 7.2 from Nociospheres. Bulbfreaks are much better entities to capture for bioferrite, however, as they are much more available, and can be kept on a long term basis, unlike Nociospheres, which will eventually destabilize. In addition, they also provide 2.5 Advanced Research, which can advance any research project (Advanced or Basic, if an Advanced research is not selected).&lt;br /&gt;
&lt;br /&gt;
This high value comes with complications: [[Electroharvesters]] should not be used around Bulbfreaks, as they will harm and eventually kill them over time, causing the containment facility to flood with hostile, uncontained fleshbeasts. There are also few ways to down a bulbfreak without causing them to explode, with the only reliable options being a [[Psychic shock lance]] or [[Shard shock lance]], the latter being more likely to use on a regular basis, due to being renewable. Shard shock lances are expensive, however, and so minimizing the times a Bulbfreak breaks containment and needs to be psychically shocked into safe capture is desirable.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Bulbfreak&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Bulbfreak}}&lt;br /&gt;
{{Pawn Attack Table}}&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176658</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176658"/>
		<updated>2026-03-05T13:52:50Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, are the rarest common type of Fleshbeast. As such, they are unlikely to appear from [[Draw fleshbeasts]], if they can appear at all, and are much more likely to emerge from a [[pit gate]] during it's initial spawn, and from the periodic waves of fleshbeasts that emerge from an un-closed Pit Gate. They are also found roaming the [[Undercave]], and spawn when a [[Dreadmeld]] is killed.&lt;br /&gt;
&lt;br /&gt;
A [[twisted obelisk]] has a chance to spawn one from nearby wildlife, and a [[Biomutation pulser]] (though not a [[Biomutation lance]]) can turn animals with a body size of 3.49 and up into Bulbfreaks. This includes animals such as [[Elephant]]s, [[Thrumbo]], [[Mastodon]], [[Megasloth]], and [[Hive queen]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage,{{Check Tag|Verify|Am I missing something or is 7 damage every 2 seconds not great compared to say the thrumbo with its 23 dam attack every 2 seconds}} but are slow. Their main threat is not as melee units, however: It is both highly desirable and highly difficult to capture a Bulbfreak with traditional means, as they have exceptionally low health, and a near-guaranteed chance (90%) to die on downed. Even a pawn with no melee skill whatsoever and their bare fists can kill a Bulbfreak with ease.&lt;br /&gt;
&lt;br /&gt;
This is, however, not a good thing: The main purpose a Bulbfreak has is to die, for a killed bulbfreak explodes into numerous smaller fleshbeasts, which will instantly swarm a target from multiple sides after a brief stun period upon being spawned. Any stray gunfire into a mass of fleshbeasts can easily miss an intended target to hit a Bulbfreak, standing or downed, and immediately create more problems. Fleshbeasts spawned from a killed bulbfreak are launched a small radius away from it's body, enabling them to spawn over walls, sneaking hostile fleshbeasts past built defenses.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility for multiple reasons: They provide the second highest Bioferrite per day in containment at 7 units, with the absolute highest being 7.2 from Nociospheres. Bulbfreaks are much better entities to capture for bioferrite, however, as they are much more available, and can be kept on a long term basis, unlike Nociospheres, which will eventually destabilize. In addition, they also provide 2.5 Advanced Research, which can advance any research project (Advanced or Basic, if an Advanced research is not selected).&lt;br /&gt;
&lt;br /&gt;
This high value comes with complications: [[Electroharvesters]] should not be used around Bulbfreaks, as they will harm and eventually kill them over time, causing the containment facility to flood with hostile, uncontained fleshbeasts. There are also few ways to down a bulbfreak without causing them to explode, with the only reliable options being a [[Psychic shock lance]] or [[Shard shock lance]], the latter being more likely to use on a regular basis, due to being renewable. Shard shock lances are expensive, however, and so minimizing the times a Bulbfreak breaks containment and needs to be psychically shocked into safe capture is desirable.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Bulbfreak&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Bulbfreak}}&lt;br /&gt;
{{Pawn Attack Table}}&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176657</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176657"/>
		<updated>2026-03-05T13:38:03Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, are the rarest common type of Fleshbeast. As such, they are unlikely to appear from [[Draw fleshbeasts]], if they can appear at all, and are much more likely to emerge from a [[pit gate]] during it's initial spawn, and from the periodic waves of fleshbeasts that emerge from an un-closed Pit Gate. They are also found roaming the [[Undercave]], and spawn when a [[Dreadmeld]] is killed.&lt;br /&gt;
&lt;br /&gt;
A [[twisted obelisk]] has a chance to spawn one from nearby wildlife, and a [[Biomutation pulser]] (though not a [[Biomutation lance]]) can turn animals with a body size of 3.49 and up into Bulbfreaks. This includes animals such as [[Elephant]]s, [[Thrumbo]], [[Mastodon]], [[Megasloth]], and [[Hive queen]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage,{{Check Tag|Verify|Am I missing something or is 7 damage every 2 seconds not great compared to say the thrumbo with its 23 dam attack every 2 seconds}} but are slow. Their main threat is not as melee units, however: It is both highly desirable and highly difficult to capture a Bulbfreak with traditional means, as they have exceptionally low health, and a near-guaranteed chance (90%) to die on downed. Even a pawn with no melee skill whatsoever and their bare fists can kill a Bulbfreak with ease.&lt;br /&gt;
&lt;br /&gt;
This is, however, not a good thing: The main purpose a Bulbfreak has is to die, for a killed bulbfreak explodes into numerous smaller fleshbeasts, which will instantly swarm a target from multiple sides after a brief stun period upon being spawned. Any stray gunfire into a mass of fleshbeasts can easily miss an intended target to hit a Bulbfreak, standing or downed, and immediately create more problems. Fleshbeasts spawned from a killed bulbfreak are launched a small radius away from it's body, enabling them to spawn over walls, sneaking hostile fleshbeasts past built defenses.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility, due to their advanced anomaly research opportunities, as well as a whopping 7 [[bioferrite]] per day by attaching a [[bioferrite harvester]] to their containment. However, bulbfreaks are very fragile; even a colonist's mere punch could kill one and release a swarm of fleshbeasts. If wanting to capture one, a source of psychic shock, such as a [[psychic shock lance]], is recommended. This fragility also makes attaching an [[Electroharvester]] to a contained Bulbfreak unwise; not only do they perish more rapidly than more robust specimens due to eventual buildup of brain scarring from the harvester's random shocks, destroying a valuable study and [[bioferrite]] source, but their death will also fill their containment cell with unrestrained angry fleshbeasts. Note that Bulbreaks unleash more fleshbeasts upon death than [[trispike]]s and unlike them can even release [[toughspike]]s, which is why Bulbfreaks are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Bulbfreak&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Bulbfreak}}&lt;br /&gt;
{{Pawn Attack Table}}&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176656</id>
		<title>Bulbfreak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bulbfreak&amp;diff=176656"/>
		<updated>2026-03-05T13:27:00Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also specifically the mechanical summary}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Bulbfreak&lt;br /&gt;
| image = Bulbfreak.png&lt;br /&gt;
| description = A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 75&lt;br /&gt;
| anomaly knowledge = 2.5&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 360&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| healthscale = 0.3&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Bulbfreak&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = tentacle&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = FirstTentacle&lt;br /&gt;
| attack2label = tentacle&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = SecondTentacle&lt;br /&gt;
| attack3label = tentacle&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3alwaysTreatAsWeapon = true&lt;br /&gt;
| attack3part = ThirdTentacle&lt;br /&gt;
| attack4label = tentacle&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4dmg = 7&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4alwaysTreatAsWeapon = true&lt;br /&gt;
| attack4part = FourthTentacle&lt;br /&gt;
| attack5label = tentacle&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5dmg = 7&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5alwaysTreatAsWeapon = true&lt;br /&gt;
| attack5part = FifthTentacle&lt;br /&gt;
| attack6label = head&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6dmg = 3&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = HeadAttackTool&lt;br /&gt;
| attack6ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack6chanceFactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bulbfreak&lt;br /&gt;
| label = bulbfreak&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnCount = 4&lt;br /&gt;
| dividePawnKindOptions = Toughspike, Trispike&lt;br /&gt;
| renderTree = Bulbfreak&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| soundImpactDefault = BulletImpact_Flesh&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| soundMeleeDodge = Pawn_MeleeDodge&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''Bulbfreaks''' are [[entities]], and type of [[fleshbeast]], added by the [[Anomaly DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Bulbfreaks, the largest possible capturable type of fleshbeast, are the rarest common type of Fleshbeast. As such, they are unlikely to appear from [[Draw fleshbeasts]], if they can appear at all, and are much more likely to emerge from a [[pit gate]] during it's initial spawn, and from the periodic waves of fleshbeasts that emerge from an un-closed Pit Gate. They are also found roaming the [[Undercave]], and spawn when a [[Dreadmeld]] is killed.&lt;br /&gt;
&lt;br /&gt;
A [[twisted obelisk]] has a chance to spawn one from nearby wildlife, and a [[Biomutation pulser]] (though not a [[Biomutation lance]]) can turn animals with a body size of 3.49 and up into Bulbfreaks. This includes animals such as [[Elephant]]s, [[Thrumbo]], [[Mastodon]], [[Megasloth]], and [[Hive queen]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bulbfreaks deal high melee damage,{{Check Tag|Verify|Am I missing something or is 7 damage every 2 seconds not great compared to say the thrumbo with its 23 dam attack every 2 seconds}} but are slow and are very easy to kill. However, once a bulbfreak is killed, they will release many smaller fleshbeasts from their body. They also have a 90% chance to die when downed, regardless of difficulty or circumstances.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.&lt;br /&gt;
[[File:Bulbfreak counter.png|left|thumb|Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it]]&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
Bulbfreaks are a highly valuable addition to any containment facility, due to their advanced anomaly research opportunities, as well as a whopping 7 [[bioferrite]] per day by attaching a [[bioferrite harvester]] to their containment. However, bulbfreaks are very fragile; even a colonist's mere punch could kill one and release a swarm of fleshbeasts. If wanting to capture one, a source of psychic shock, such as a [[psychic shock lance]], is recommended. This fragility also makes attaching an [[Electroharvester]] to a contained Bulbfreak unwise; not only do they perish more rapidly than more robust specimens due to eventual buildup of brain scarring from the harvester's random shocks, destroying a valuable study and [[bioferrite]] source, but their death will also fill their containment cell with unrestrained angry fleshbeasts. Note that Bulbreaks unleash more fleshbeasts upon death than [[trispike]]s and unlike them can even release [[toughspike]]s, which is why Bulbfreaks are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Bulbfreak&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Bulbfreak}}&lt;br /&gt;
{{Pawn Attack Table}}&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;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176655</id>
		<title>Shard shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176655"/>
		<updated>2026-03-05T13:18:32Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
|name = Shard shock lance&lt;br /&gt;
|image = Shard shock lance.png&lt;br /&gt;
|description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping them into a state of psychic shock. There is a risk of brain damage.&lt;br /&gt;
This shock lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| hp = 60&lt;br /&gt;
| marketvalue = 510&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.7&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| production facility 1 = Bioferrite_shaper&lt;br /&gt;
| research = Insanity weaponry&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 60&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 16.9&lt;br /&gt;
| warmup = 144&lt;br /&gt;
| equipdelay = 1&lt;br /&gt;
| defName = Apparel_ShardPsychicShockLance&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''shard shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.&lt;br /&gt;
&lt;br /&gt;
The shard shock lance is largely identically to the [[psychic shock lance]], but craftable and shorter ranged.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&amp;lt;!-- In testing I could not get this item to spawn from traders, raiders or quests. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within {{P|Range}} tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.  &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} and the [[dreadmeld]] are also immune to psychic lances. &lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Psychic shock lance]], there are benefits and downsides. Shard shock lances have reduced item health (60 vs 80), a greater weight (0.70kg vs 0.50kg), are less valuable (510$ vs 550$), and are less effective to use: A psychic shock lance has a warmup of 2.2 seconds and an astonishing range of 41 tiles ahead of a pawn, while a shard shock lance has a slower warmup of 2.4 seconds, and only 16 tiles ahead of a pawn.&lt;br /&gt;
&lt;br /&gt;
The main upside of a shard shock lance, then, is that it can be crafted by the colony, whereas traditional psychic lances are not craftable, offered only as quest rewards or purchasable from trader stocks, which rotate through items, and thus may not be available at any given time. Despite it's shortcomings in comparison to the superior version, any breed of shock lance is a valuable utility: The ability to instantly down a pawn, provided that they don't have 0% psychic sensitivity, enables safe capture of potential recruits with desirable skills or traits. &lt;br /&gt;
&lt;br /&gt;
In the context of Anomaly, while it is less useful for recruiting random pawns, as the [[Skip abduction]] ritual covers that role, it is capable of downing Entities in a single use, and it's much shorter range can be made easier to handle using invisibility from an installed [[Revenant vertebrae]]. However, the cost of a shard for two uses means that it is an expensive option, and most entities are not worth the investment, even splitting the cost in half across both uses. If without a reliable source of shards, Shard Shock Lances should be made only if you have a plan in need of them, as early shards are either better preserved for the deactivation of certain anomalies, or for Ghouls.&lt;br /&gt;
&lt;br /&gt;
This item has particular synergy with the [[Provoke pit gate]] ritual, which is where it is the most useful. While the Dreadmeld inside cannot be captured by a shock lance, [[Bulbfreak]]s will spawn in the [[undercave]]. While difficult Entities to capture, due to their propensity for exploding into far less valuable fleshbeasts with any level of physical force, a Shock Lance of some description is one of the only reliable ways to capture them. With two charges, capturing two bulbfreaks with one lance alone will provide 14 Bioferrite per day, which will pay for the 60 bioferrite of the lance in 5 days. In addition, defeating the Dreadmeld in the pit will produce a guaranteed 3 [[Shard]]s, some of which can be put towards the creation of new Shard shock lances. While Bulbfreaks have associated complications with obtaining them, it is an extremely lucrative core loop to engage with.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176654</id>
		<title>Shard shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176654"/>
		<updated>2026-03-05T13:15:49Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
|name = Shard shock lance&lt;br /&gt;
|image = Shard shock lance.png&lt;br /&gt;
|description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping them into a state of psychic shock. There is a risk of brain damage.&lt;br /&gt;
This shock lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| hp = 60&lt;br /&gt;
| marketvalue = 510&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.7&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| production facility 1 = Bioferrite_shaper&lt;br /&gt;
| research = Insanity weaponry&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 60&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 16.9&lt;br /&gt;
| warmup = 144&lt;br /&gt;
| equipdelay = 1&lt;br /&gt;
| defName = Apparel_ShardPsychicShockLance&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''shard shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.&lt;br /&gt;
&lt;br /&gt;
The shard shock lance is largely identically to the [[psychic shock lance]], but craftable and shorter ranged.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&amp;lt;!-- In testing I could not get this item to spawn from traders, raiders or quests. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within {{P|Range}} tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.  &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} and the [[dreadmeld]] are also immune to psychic lances. &lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Psychic shock lance]], there are benefits and downsides. Shard shock lances have reduced item health (60 vs 80), a greater weight (0.70kg vs 0.50kg), are less valuable (510$ vs 550$), and are less effective to use: A psychic shock lance has a warmup of 2.2 seconds and an astonishing range of 41 tiles ahead of a pawn, while a shard shock lance has a slower warmup of 2.4 seconds, and only 16 tiles ahead of a pawn.&lt;br /&gt;
&lt;br /&gt;
The main upside of a shard shock lance, then, is that it can be crafted by the colony, whereas traditional psychic lances are not craftable, offered only as quest rewards or purchasable from trader stocks, which rotate through items, and thus may not be available at any given time. Despite it's shortcomings in comparison to the superior version, any breed of shock lance is a valuable utility: The ability to instantly down a pawn, provided that they don't have 0% psychic sensitivity, enables safe capture of potential recruits with desirable skills or traits. &lt;br /&gt;
&lt;br /&gt;
In the context of Anomaly, while it is less useful for recruiting random pawns, as the [[Skip abduction]] ritual covers that role, it is capable of downing Entities in a single use. However, the cost of a shard for two uses means that it is an expensive option, and most entities are not worth the investment, even splitting the cost in half across both uses. If without a reliable source of shards, Shard Shock Lances should be made only if you have a plan in need of them, as early shards are either better preserved for the deactivation of certain anomalies, or for Ghouls.&lt;br /&gt;
&lt;br /&gt;
This item has particular synergy with the [[Provoke pit gate]] ritual, which is where it is the most useful. While the Dreadmeld inside cannot be captured by a shock lance, [[Bulbfreak]]s will spawn in the [[undercave]]. While difficult Entities to capture, due to their propensity for exploding into far less valuable fleshbeasts with any level of physical force, a Shock Lance of some description is one of the only reliable ways to capture them. With two charges, capturing two bulbfreaks with one lance alone will provide 14 Bioferrite per day, which will pay for the 60 bioferrite of the lance in 5 days. In addition, defeating the Dreadmeld in the pit will produce a guarunteed 3 [[Shard]]s, some of which can be put towards the creation of new Shard shock lances. While Bulbfreaks have associated complications with obtaining them, it is an extremely lucrative core loop to engage with.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176653</id>
		<title>Shard shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176653"/>
		<updated>2026-03-05T13:15:15Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
|name = Shard shock lance&lt;br /&gt;
|image = Shard shock lance.png&lt;br /&gt;
|description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping them into a state of psychic shock. There is a risk of brain damage.&lt;br /&gt;
This shock lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| hp = 60&lt;br /&gt;
| marketvalue = 510&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.7&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| production facility 1 = Bioferrite_shaper&lt;br /&gt;
| research = Insanity weaponry&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 60&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 16.9&lt;br /&gt;
| warmup = 144&lt;br /&gt;
| equipdelay = 1&lt;br /&gt;
| defName = Apparel_ShardPsychicShockLance&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''shard shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.&lt;br /&gt;
&lt;br /&gt;
The shard shock lance is largely identically to the [[psychic shock lance]], but craftable and shorter ranged.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&amp;lt;!-- In testing I could not get this item to spawn from traders, raiders or quests. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within {{P|Range}} tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.  &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} and the [[dreadmeld]] are also immune to psychic lances. &lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Psychic shock lance]], there are benefits and downsides. Shard shock lances have reduced item health (60 vs 80), a greater weight (0.70kg vs 0.50kg), are less valuable (510$ vs 550$), and are less effective to use: A psychic shock lance has a warmup of 2.2 seconds and an astonishing range of 41 tiles ahead of a pawn, while a shard shock lance has a slower warmup of 2.4 seconds, and only 16 tiles ahead of a pawn.&lt;br /&gt;
&lt;br /&gt;
The main upside of a shard shock lance, then, is that it can be crafted by the colony, whereas traditional psychic lances are not craftable, offered only as quest rewards or purchasable from trader stocks, which rotate through items, and thus may not be available at any given time. Despite it's shortcomings in comparison to the superior version, any breed of shock lance is a valuable utility: The ability to instantly down a pawn, provided that they don't have 0% psychic sensitivity, enables safe capture of potential recruits with desirable skills or traits. &lt;br /&gt;
&lt;br /&gt;
In the context of Anomaly, while it is less useful for recruiting random pawns, as the [[Skip abduction]] ritual covers that role, it is capable of downing Entities in a single use. However, the cost of a shard for two uses means that it is an expensive option, and most entities are not worth the investment, even splitting the cost in half across both uses. If without a reliable source of shards, Shard Shock Lances should be made only if you have a plan in need of them, as early shards are either better preserved for the deactivation of certain anomalies, or for Ghouls.&lt;br /&gt;
&lt;br /&gt;
This item has particular synergy with the [[Provoke pit gate]] ritual, which is where it is the most useful. While the Dreadmeld inside cannot be captured by a shock lance, [[Bulbfreak]]s will spawn in [[The undercave]]. While difficult Entities to capture, due to their propensity for exploding into far less valuable fleshbeasts with any level of physical force, a Shock Lance of some description is one of the only reliable ways to capture them. With two charges, capturing two bulbfreaks with one lance alone will provide 14 Bioferrite per day, which will pay for the 60 bioferrite of the lance in 5 days. In addition, defeating the Dreadmeld in the pit will produce a guarunteed 3 [[Shard]]s, some of which can be put towards the creation of new Shard shock lances. While Bulbfreaks have associated complications with obtaining them, it is an extremely lucrative core loop to engage with.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176652</id>
		<title>Shard shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176652"/>
		<updated>2026-03-05T13:12:55Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
|name = Shard shock lance&lt;br /&gt;
|image = Shard shock lance.png&lt;br /&gt;
|description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping them into a state of psychic shock. There is a risk of brain damage.&lt;br /&gt;
This shock lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| hp = 60&lt;br /&gt;
| marketvalue = 510&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.7&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| production facility 1 = Bioferrite_shaper&lt;br /&gt;
| research = Insanity weaponry&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 60&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 16.9&lt;br /&gt;
| warmup = 144&lt;br /&gt;
| equipdelay = 1&lt;br /&gt;
| defName = Apparel_ShardPsychicShockLance&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''shard shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.&lt;br /&gt;
&lt;br /&gt;
The shard shock lance is largely identically to the [[psychic shock lance]], but craftable and shorter ranged.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&amp;lt;!-- In testing I could not get this item to spawn from traders, raiders or quests. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within {{P|Range}} tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.  &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} and the [[dreadmeld]] are also immune to psychic lances. &lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Analysis - needs basic analysis (even if largely copied from [[psychic shock lance]]), general value proposition (e.g. is it worth a shard, worth researching, etc) AND a comparison to base lance}}&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Psychic shock lance]], there are benefits and downsides. Shard shock lances have reduced item health (60 vs 80), a greater weight (0.70kg vs 0.50kg), are less valuable (510$ vs 550$), and are less effective to use: A psychic shock lance has a warmup of 2.2 seconds and an astonishing range of 41 tiles ahead of a pawn, while a shard shock lance has a slower warmup of 2.4 seconds, and only 16 tiles ahead of a pawn.&lt;br /&gt;
&lt;br /&gt;
The main upside of a shard shock lance, then, is that it can be crafted by the colony, whereas traditional psychic lances are not craftable, offered only as quest rewards or purchasable from trader stocks, which rotate through items, and thus may not be available at any given time. Despite it's shortcomings in comparison to the superior version, any breed of shock lance is a valuable utility: The ability to instantly down a pawn, provided that they don't have 0% psychic sensitivity, enables safe capture of potential recruits with desirable skills or traits. &lt;br /&gt;
&lt;br /&gt;
In the context of Anomaly, while it is less useful for recruiting random pawns, as the [[Skip abduction]] ritual covers that role, it is capable of downing Entities in a single use. However, the cost of a shard for two uses means that it is an expensive option, and most entities are not worth the investment, even splitting the cost in half across both uses.&lt;br /&gt;
&lt;br /&gt;
This item has particular synergy with the [[Provoke pit gate]] ritual, which is where it is the most useful. While the Dreadmeld inside cannot be captured by a shock lance, [[Bulbfreak]]s will spawn in [[The undercave]]. While difficult Entities to capture, due to their propensity for exploding into far less valuable fleshbeasts with any level of physical force, a Shock Lance of some description is one of the only reliable ways to capture them. With two charges, capturing two bulbfreaks with one lance alone will provide 14 Bioferrite per day, which will pay for the 60 bioferrite of the lance in 5 days. In addition, defeating the Dreadmeld in the pit will produce a guarunteed 3 [[Shard]]s, some of which can be put towards the creation of new Shard shock lances. While Bulbfreaks have associated complications with obtaining them, it is an extremely lucrative core loop to engage with.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176651</id>
		<title>Shard shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=176651"/>
		<updated>2026-03-05T13:01:50Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
|name = Shard shock lance&lt;br /&gt;
|image = Shard shock lance.png&lt;br /&gt;
|description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping them into a state of psychic shock. There is a risk of brain damage.&lt;br /&gt;
This shock lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| hp = 60&lt;br /&gt;
| marketvalue = 510&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.7&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| production facility 1 = Bioferrite_shaper&lt;br /&gt;
| research = Insanity weaponry&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 60&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 16.9&lt;br /&gt;
| warmup = 144&lt;br /&gt;
| equipdelay = 1&lt;br /&gt;
| defName = Apparel_ShardPsychicShockLance&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''shard shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.&lt;br /&gt;
&lt;br /&gt;
The shard shock lance is largely identically to the [[psychic shock lance]], but craftable and shorter ranged.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&amp;lt;!-- In testing I could not get this item to spawn from traders, raiders or quests. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within {{P|Range}} tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.  &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} and the [[dreadmeld]] are also immune to psychic lances. &lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Analysis - needs basic analysis (even if largely copied from [[psychic shock lance]]), general value proposition (e.g. is it worth a shard, worth researching, etc) AND a comparison to base lance}}&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Psychic shock lance]], there are benefits and downsides. Shard shock lances have reduced item health (60 vs 80), a greater weight (0.70kg vs 0.50kg), are less valuable (510$ vs 550$), and are less effective to use: A psychic shock lance has a warmup of 2.2 seconds and an astonishing range of 41 tiles ahead of a pawn, while a shard shock lance has a slower warmup of 2.4 seconds, and only 16 tiles ahead of a pawn.&lt;br /&gt;
&lt;br /&gt;
The main upside of a shard shock lance, then, is that it can be crafted by the colony, whereas traditional psychic lances are not craftable, offered only as quest rewards or purchasable from trader stocks, which rotate through items, and thus may not be available at any given time. Despite it's shortcomings in comparison to the superior version, any breed of shock lance is a valuable utility: The ability to instantly down a pawn, provided that they don't have 0% psychic sensitivity, enables safe capture of potential recruits with desirable skills or traits. &lt;br /&gt;
&lt;br /&gt;
In the context of Anomaly, while it is less useful for recruiting random pawns, as the [[Skip abduction]] ritual covers that role, it is capable of downing Entities in a single use. However, the cost of a shard for two uses means that it is an expensive option, and most entities are not worth the investment, even splitting the cost in half across both uses.&lt;br /&gt;
&lt;br /&gt;
Another potential option is to use this along with the [[provoke pit gate]] psychic ritual to obtain a reliable source of [[bulbfreak]]s for containment, offering a massive bioferrite yeild of 7/day each at the cost of requiring 75 containment strength and being extremely fragile, meaning they could easily be killed on accident if not careful, especially during an entity escape. This can be done by searching for roaming bulbfreaks inside the pit gate, or attempting to stun the bulbfreak that spawns from the dreadmeld on death. This is on top of the [[dreadmeld]] dropping three shards upon death than can be used for even more Shard shock lances or any other uses, along with whatever other treasure and minerals can be obtained from within the pit gate. It is worth noting that this may potentially require both charges per bulbfreak depending how far away the bulbfreak is from the exit to the pit gate and the distance between the pit gate entrance and the containment area. This, however, can be partially mitigated by baiting the bulbfreak closer to the exit before shocking it. {{Check Tag|Verify|This whole note here needs verified, I've done it a few times and figured I'd add it to help fill out the page a little bit. But it's possible a mod I use indirectly changes how this works, and I may also not have the formatting quite right on this}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomutation_lance&amp;diff=176650</id>
		<title>Biomutation lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomutation_lance&amp;diff=176650"/>
		<updated>2026-03-05T12:43:50Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Biomutation lance&lt;br /&gt;
| image = Biomutation lance.png&lt;br /&gt;
| description = A limited-use psychic effector. It twists and reshapes the musculature of the target, causing them to transform into a terrifying creature.&lt;br /&gt;
This biomutation lance was crafted from a broken shard of dark archotechnology.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| hp = 80&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| warmup = 120&lt;br /&gt;
| marketvalue = 850&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Twisted meat&lt;br /&gt;
| resource 3 amount = 20&lt;br /&gt;
| research = Mutation weaponry&lt;br /&gt;
| work to make = 40000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| has quality = False&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''biomutation lance''' is an [[artifact]] with four uses added by the [[Anomaly DLC]]. Equipped by [[human]]s into their [[utility]] slot, it is manually activated to forcibly transform biological targets into a [[Fleshbeast]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can bought from traders or be received as a quest reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a biomutation lance is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a non-[[downed]] pawn with a [[body size]] of 2.5 or under, and within {{P|Range}} tiles and [[line of sight]]. [[Psychic sensitivity]] does not affect whether or not a pawn can be targeted. [[Mechanoids]], [[drones]], and [[entities]], with the exception of [[shambler]]s and [[Ghoul|ghouls]], cannot be targeted. The lance has 4 charges and cannot be recharged - when all charges are expended, the item disappears completely and no resources can be salvaged from it. &lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will instantaneously transform into a [[fleshbeast]] in a purely-visual explosion of gore. No [[filth]] will be created. &lt;br /&gt;
&lt;br /&gt;
The resultant fleshbeast depends on the [[body size]] of the pawn transformed:&lt;br /&gt;
* {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 and 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]]&lt;br /&gt;
* {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;2.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 and 2.51}}: {{Icon Small|Toughspike}} [[Toughspike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt;&amp;lt;big&amp;gt; / &amp;lt;/big&amp;gt;{{Icon Small|Trispike}} [[Trispike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Fleshbeasts will be hostile to and attack any [[human]]s, [[mechanoids]], and tamed non-[[Pen animal|pen]] animals they see, but won't necessarily seek out enemies to engage.&lt;br /&gt;
&lt;br /&gt;
The pawn's original body is completely destroyed, leaving no opportunity for [[death refusal]] or other means of reviving, and any equipment will be dropped to the ground untainted. The pawn will also be considered missing rather than dead. This affects certain [[Thoughts#Death|death-related thoughts]], as well as meaning there will be no funeral opportunity if they were a colonist, and they will not be replaced if they were a faction leader.&lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Compared to [[shard insanity lance]]s, the biomutation lance has a shorter warmup time, better range, and comes with more charges. It also completely converts the target into a fleshbest; the insanity lance could be more effective if the target is especially powerful, e.g., pawns with the [[tough]] trait. Meanwhile, [[psychic insanity lance]]s have a much better range than any shard lance, so they are much more effective at their role, although they can't be crafted by the colony.&lt;br /&gt;
&lt;br /&gt;
In addition, there is significant competition for the use of [[shard]]s. Biomutation lances and the corresponding research can be considered a low priority for most colonies, compared to the shard insanity lance or [[Shard shock lance]]. And before spending shards on either of those, spending shards on [[Ghoul]]s may be preferable first.&lt;br /&gt;
&lt;br /&gt;
Like the other crafted lances, [[Revenant vertebrae]] or the [[Invisibility]] psycast{{RoyaltyIcon}} can make it easier to use effectively, given the reduced range compared to their Archotech, non-crafted counterparts. It is worth noting that mutating a pawn will cause it to drop its equipment. [[death acidifier]]s will not activate, as the pawn is considered missing rather then dead, and apparel that drops will not be tainted. As such for colonies that are hostile to the empire, or any other high tech faction, a Biomutation lance is a quick way to exchange a hostile pawn for their equipment, rather then risk killing them in a firefight and ruining their gear. It is capable of hitting enemies through a low-shield, like other types of lance, as well as not being stopped by a [shield belt], regardless of it's charge level.&lt;br /&gt;
&lt;br /&gt;
Of the craftable lances, the Biomutation lance has both the highest crafting requirement, and the least practical uses, being a niche tactical item generally inferior to it's alternatives. As a way to remove an enemy from a fight in one guaranteed cast, it is inferior to the [[Shard shock lance]], which allows one to recruit useful pawns or capture entities, as well as butcher the human body. As a means of causing disruption in enemy lines, it is inferior to the [[Shard insanity lance]], which can make far more dangerous enemies turn on their allies then what a mere trispike can provide. It is even inferior to the Biomutation Pulser for creating fleshbeasts, as the pulser creates them both in large quantities in most maps, and in stronger forms- The biomutation lance cannot create bulbfreaks.&lt;br /&gt;
&lt;br /&gt;
The Biomutation Lance has narrow applications for use: It can be used on your own colonists that you wish to be rid of, as pawns hit with it are considered disappeared rather then dead, and it can bypass the worst of the 'colonist died' mood penalties, and while it is decidedly inferior when used on enemies, it has double the charges, at 4 uses rather then 2, and activates 0.4 seconds faster. This may make it more desirable to use while caravanning to quest sites, where smaller numbers of enemies need to be downed to rout them, and where weaker hostile-to-all pawns such as fleshbeasts may be desired, if you need to fight them after hostile pawns go down. In addition, it can target psychically deaf pawns, though not entities, and so it may be of use if there's an extremely dangerous pawn with no psychic sensitivity that needs to be removed immediately from the field.&lt;br /&gt;
&lt;br /&gt;
A biomutation lance may be useful while melee blocking in a killbox: With melee units (preferably Ghouls) keeping the horde at bay, there may be ranged units further behind them that are taking free pot shots at your colonists. A Biomutation lance can turn an enemy in the cluster into a melee unit in the middle of their formation, which may be more useful then turning a ranged pawn berserk when they cannot fire in melee, sacrificing the loot and recruiting of one pawn to temporarily distract all other pawns clustered together around it, while keeping hostile pawns between your melee blockers and the fleshbeast.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;br /&gt;
[[Category:Artifact]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Z9kcxef7672s7v44&amp;topic_postId=z9l7xqli7iueg6ys&amp;topic_revId=z9l7xqli7iueg6ys&amp;action=single-view</id>
		<title>Topic:Z9kcxef7672s7v44</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Z9kcxef7672s7v44&amp;topic_postId=z9l7xqli7iueg6ys&amp;topic_revId=z9l7xqli7iueg6ys&amp;action=single-view"/>
		<updated>2026-03-05T12:21:29Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:SirBojangles&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:SirBojangles (page does not exist)&quot;&gt;&lt;bdi&gt;SirBojangles&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SirBojangles&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SirBojangles&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SirBojangles&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SirBojangles&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Z9kcxef7672s7v44&amp;amp;topic_showPostId=z9l7xqli7iueg6ys#flow-post-z9l7xqli7iueg6ys&quot;&gt;commented&lt;/a&gt; on &quot;Edit merge&quot; (&lt;em&gt;I did notice the biomutation lance page had changed. No worries, I&amp;#039;ll see about fixing it. Thank you.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomutation_pulser&amp;diff=176627</id>
		<title>Biomutation pulser</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomutation_pulser&amp;diff=176627"/>
		<updated>2026-03-03T23:47:59Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Biomutation pulser&lt;br /&gt;
| image = Biomutation pulser.png&lt;br /&gt;
| description = A one-use broad-wave psychic effector created from a dark archotech shard. The device creates a pulse that reshapes the musculature of every animal within the region, turning them into terrifying creatures. Animals currently under your control will not be affected.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Artifact&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| hp = 80&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Mutation weaponry&lt;br /&gt;
| skill 1 = crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 19200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Twisted meat&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
&amp;lt;!-- Ability --&amp;gt;&lt;br /&gt;
| casting time = 132&lt;br /&gt;
| goodwill impact = -200&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = BiomutationPulser&lt;br /&gt;
| label = biomutation pulser&lt;br /&gt;
| thingCategories = Artifacts&lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''biomutation pulser''' is a single-use [[artifact]] added by the [[Anomaly DLC]] that transforms all non-player [[animals]] on a map into [[fleshbeasts]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Biomutation pulsers can also drop from destroyed [[flesh sack]]s,{{AnomalyIcon}} with a ~ 1.17% chance of appearing.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmos}}&lt;br /&gt;
A biomutation pulser is a single-use artifact, which can be used to transform all non-player-faction animals on the map with a [[psychic sensitivity]] above 0% into [[fleshbeasts]]. Animals belonging to the player's faction are ''not'' affected, however all other animals are, including [[insectoids]] and animals belonging to other factions, both enemy and friendly. All items carried by pack animals transformed in this way are lost. If a faction's animals are affected by the pulser, it will incur a [[goodwill]] penalty of {{Bad|-200}}, making the faction hostile. There is no goodwill effect if no animals are affected, even if humans from that faction are present, however any subsequent deaths or injuries will still have their usual effect.&lt;br /&gt;
&lt;br /&gt;
The resultant fleshbeast depends on the [[body size]] of the animal transformed:&lt;br /&gt;
* {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::Animal]] | ?Body Size | limit = 0| searchlabel = Between 0 and 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]]&lt;br /&gt;
* {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.49]] [[Type::Animal]] | ?Body Size | limit = 0| searchlabel = Between 0.75 and 3.49}}: {{Icon Small|Toughspike}} [[Toughspike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt;&amp;lt;big&amp;gt; / &amp;lt;/big&amp;gt;{{Icon Small|Trispike}} [[Trispike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt; &lt;br /&gt;
* {{#ask: [[Body Size::&amp;gt;3.5]] [[Type::Animal]] | ?Body Size | limit = 0| searchlabel = Above 3.49}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]]&lt;br /&gt;
&lt;br /&gt;
It can be used by first selecting a pawn, and right-clicking the artifact and selecting 'Activate biomutation pulser', or by selecting the pulser itself, clicking the 'Use biomutation pulser' gizmo, and left clicking the [[colonist]] or [[slave]]{{IdeologyIcon}} to activate the pulser. In either event, the selected pawn will approach the pulser and spend {{ticks|132}} activating it, at which point all the affected animals will instantaneously transform in purely-visual explosions of gore. No [[filth]] will be created.  &lt;br /&gt;
&lt;br /&gt;
Fleshbeasts will be hostile to and attack any [[human]]s, [[mechanoids]], and tamed non-[[Pen animal|pen]] animals they see, but won't necessarily seek out enemies to engage.&lt;br /&gt;
&lt;br /&gt;
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Similar to the [[psychic animal pulser]] and its [[Shard animal pulser|shard variant]], by enclosing all your colonists in a closed room with no doors, you can safely use this item to harry [[raids]], weakening or even outright defeating them. Unlike the animal pulsers however, the lack of any expiry once created nor seeking behavior from the fleshbeasts means you run the risk of the two groups simply not meeting and just creating a new problem that must be dealt with on top of the original threat.&lt;br /&gt;
&lt;br /&gt;
The utility of the pulser depends heavily on what animals are present and in what numbers. If a herd of [[elephant]]s just arrived or there are dozens of small animals, it can be very potent. Unlike the animal pulser, even small animals can be a significant threat because they will instead transform fingerspikes. It is also particularly effective when the enemies bring their own animals, such as [[yttakin pirates]]{{BiotechIcon}} - the transformation deprives them of a significant portion of the [[combat power]] of the raid and the fleshbeasts will be all but guaranteed to see and engage with the enemies. Note that while this can be used against caravans, any items carried by the transformed animals will be lost entirely. &lt;br /&gt;
&lt;br /&gt;
A niche use for the pulser is in fighting [[infestation]]s that cannot currently be handled. Infestations will continue to grow and spread, meaning that if they can't be handled immediately, they will likely get worse over time. Transforming all the insectoids into fleshbeasts makes them typically makes them slightly more dangerous, but the [[hive]]s will die without maintenance and they will no longer expand. A small increase in difficulty to prevent a gradual but much greater increase. The fleshbeasts will not be tied to the hives either, often making them more likely to encounter other pawns that will trigger and fight them for you, such as raiders or trade caravans.&lt;br /&gt;
&lt;br /&gt;
There is a significant competition for the use of [[shard]]s however and often the creation of biomutation pulsers should be low priority, as is the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project generally. If spare shards are available and the research is complete however, having a single pulser in reserve as a hail-mary or for niche occasions such as infestations can be valuable.&lt;br /&gt;
&lt;br /&gt;
This item combos well with both the Draw Animals ritual (successful or manhunter) and Shard Shock Lances, as converting large animals into Bulbfreaks and capturing them will provide Advanced research points and the second best bioferrite per day per holding space.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Biomutation pulser throws error.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifact]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_animal_pulser&amp;diff=176626</id>
		<title>Shard animal pulser</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_animal_pulser&amp;diff=176626"/>
		<updated>2026-03-03T23:43:17Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=general}}&lt;br /&gt;
{{Recode|reason=Depending on how closely this duplicates the effects of the Core animal pulser, it might be best to transclude a section of that page or templatize}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
|name = Shard animal pulser&lt;br /&gt;
|image = Shard animal pulser.png&lt;br /&gt;
|description = A one-use broad-wave psychic effector created from a dark archotech shard. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.&lt;br /&gt;
| type = Artifact&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| marketvalue = 525&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 75&lt;br /&gt;
| research = Insanity weaponry&lt;br /&gt;
| work to make = 19200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|A '''shard [[animal]] pulser''' is a single-use [[artifact]]. When activated, it drives all wild animals on the map into a [[manhunter]] rage, attacking every [[human]] or [[mechanoid]] they see regardless of [[faction]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The shard animal pulser behaves almost identically to the [[Psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since they act the same, the shard animal pulser has the same strategy as the regular: keep your colonists inside and make sure your foes are in a fauna-rich area of the map. The Shard pulser has the one advantage of being renewable since all you need is some bioferrite and a single shard. &lt;br /&gt;
&lt;br /&gt;
This item shares some competition with an intentionally botched Draw Animals ritual, which will summon manhunters in quantities and types as determined by the wealth of the tile, as opposed to the wildlife that already exists. The Shard animal pulser has a much more immediate effect, if a weaker one, while drawing in manhunters is much delayed, but has a far stronger fighting force, which you will likely have to clean up after the fact yourself.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifact]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Frenzy_inducer&amp;diff=176603</id>
		<title>Frenzy inducer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Frenzy_inducer&amp;diff=176603"/>
		<updated>2026-03-04T14:07:51Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Frenzy inducer&lt;br /&gt;
| image = Frenzy inducer.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 495&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 50&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| power = -150&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Frenzy inducer&lt;br /&gt;
| thingCategories =&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 100&lt;br /&gt;
}}&lt;br /&gt;
The '''Frenzy inducer''' is a building added by the [[Anomaly DLC]] that increases the [[move speed]] and [[Global Work Speed]] of pawns at the cost of worse [[mental breaks]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = Decay rate or isntant decline? Specifical rste from c#, other mechanical detail.}}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE in [[:Category:Images - Graphics|standard style]]}}&lt;br /&gt;
It has a range of 8 tiles in which it gives all human pawns the '''Frenzy field''' hediff, which slowly builds up over time, taking {{ticks/gametime/hours|2500}} to increase by 30%, but taking around 5 times as long to dissipate the effect. Unlike the [[Sleep suppressor]], it will not cause a mood debuff. Instead, all [[mental break]]s will become the [[Mental_break#Berserk|Berserk]] mental state as long as any buildup of '''Frenzy field''' is present. Do note that the [[Dead calm]]{{BiotechIcon}} gene does not take priority over the frenzy inducer, meaning breaks will still be violent even with it present.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;margin: auto; &amp;quot;&lt;br /&gt;
! rowspan = 2|Stage !! rowspan = 2| Buildup !! rowspan = 2| Effects !! colspan=2| Required Time !! colspan=2| Accumulated Time&lt;br /&gt;
|-&lt;br /&gt;
! To advance stage !! To reduce stage !! To advance stage !! To reduce stage&lt;br /&gt;
|-&lt;br /&gt;
! Very Mild&lt;br /&gt;
| 0.1% - 4.9% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;No effect&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|417}} || {{ticks|2083}} || {{ticks|417}} || {{ticks|2083}}&lt;br /&gt;
|-&lt;br /&gt;
! Mild&lt;br /&gt;
| {{0}}5% - 34.9% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Move speed]]: {{+|0.10{{CS}}}}&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Global work speed]]: {{+|20%}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|2500}} || {{ticks|12500}} || {{ticks|2833}} ||  {{ticks|14165}}&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| 35% - 64.9% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Move speed]]: {{+|0.20{{CS}}}}&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Global work speed]]: {{+|30%}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|2500}} || {{ticks|12500}} || {{ticks|5333}} ||  {{ticks|26665}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 65% - 100% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Move speed]]: {{+|0.40{{CS}}}}&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Global work speed]]: {{+|50%}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|2916}} || {{ticks|14580}} || {{ticks|8333}} ||  {{ticks|41667}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Frenzy inducer can be very useful in creating very efficient pawns, especially if combined with other tools from Anomaly such as the Sleep suppressor and the [[Neurosis pulse]] Psychic ritual, the combination of three effects at their apex makes all pawns: have a {{Good|x0%}} [[Sleep Fall Rate]], a {{Good|x50%}} [[Recreation]] fall rate, and a {{+|50%}} [[Global work speed]] bonus, which is then further increased by a multiplicative bonus of {{Good|x150%}} by the Neurosis pulse, for a base total of {{+|225%}}. However, this comes with the cost of inducing a {{--|6}} and {{--|4}} mood penalty, from the Sleep suppressor and Neurosis pulse ritual respectively, the latter worsening from an increased [[Psychic sensitivity]], as well as increasing the [[Mental break threshold]] by 8%, making it easier for pawns to suffer from mental breaks, causing them to go berserk. This risk can be averted temporarily by using [[Mind-numb serum]] to prevent mental breaks at the cost of only -5% [[Consciousness]], which does not directly affect Global work speed, but will affect [[General labor speed]], as the loss in Consciousness will affect [[Manipulation]].&lt;br /&gt;
&lt;br /&gt;
The Frenzy effect builds through walls. Accordingly, it can be placed near bedrooms, causing pawns to build the effect overnight and lose it steadily over the course of the day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176358</id>
		<title>Pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=176358"/>
		<updated>2026-03-02T13:57:44Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Some general.but also.infobox}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Pit gate&lt;br /&gt;
| image = Pit gate.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
}}&lt;br /&gt;
{{distinguish|Pit burrow}}&lt;br /&gt;
A '''pit gate''' is an advanced [[entity]] from the [[Anomaly]] DLC. A pit gate will spawn [[fleshbeast]]s upon initial appearance and will continue to spawn more periodically. {{Check Tag|Interval?}} The player may let colonists enter the pit gate to defeat the [[Dreadmeld]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
With at least a level 2 [[Monolith]], a pit gate is a possible outcome of Void Provocation and can also appear randomly (but no more than once per 45 days) as a major threat. A Pit Gate requires 500 [[Raid points]]. Pit gates appear to consistently be the first Advanced threat to arrive after upgrading the Monolith.&lt;br /&gt;
&lt;br /&gt;
Encountering the [[dreadmeld]] inside the pit unlocks the Provoke Pit Gate ritual, which can be used to summon more pit gates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details about pit gate travel, including interface}}&lt;br /&gt;
The pit gate initially appears as an &amp;quot;underground emergence&amp;quot;. After {{Ticks/gametime|5000}} to {{Ticks/gametime|20000}}, the emergence will open up into a pit gate, and [[fleshbeast]]s will emerge to attack your colony.&lt;br /&gt;
&lt;br /&gt;
It is possible to use the pit gate to travel to the [[undercave]], a pocket map located underground, and infested with [[fleshmass]]. In order to collapse the pit gate, you must kill the [[dreadmeld]] that resides within.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed and anything left inside will be lost.&lt;br /&gt;
&lt;br /&gt;
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. The time between waves will be at least 12 days and average every 14 days. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.&lt;br /&gt;
&lt;br /&gt;
For the purposes of [[Raid points]], wealth and colonists in the undercave '''do''' count for the surface level above.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
You can use the cavern as a home by carrying resources into it. Raids will only attack the upper map,  making it a safe underground shelter. Just ensure to wall off or otherwise leave alone the large flesh beasts in the cave. However, fleshbeasts will periodically emerge from the top of the cave, even if there are no fleshbeasts remaining inside but the Dreadmeld, so living in a pit gate will leave the surface becoming increasingly infested with fleshbeasts over time if they are not managed, which can be difficult, given how emerging from the pit will often plant you right in their path.&lt;br /&gt;
&lt;br /&gt;
If you wish to destroy the cave,  this is easy as well. You can fill it with toxic waste to poison the monsters within,  or send an expedition to fight the monsters inside.  Ghouls are quite well suited to long stays in the cave, but several are needed or will be overwhelmed. &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any negative effects for leaving [[pollution]]{{BiotechIcon}} or [[toxic wastepack]]s{{BiotechIcon}} in the pit gate's undercave, even after it has collapsed. Since Fleshbeasts are not immune to toxic buildup, dumping wastepacks inside and setting them on fire is an easy way to deal with the pit. This also doubles as an effective wastepack disposal method.&lt;br /&gt;
&lt;br /&gt;
Beware the pit rumbles as beasts will fly out and attack. If the pit combines with a flesh heart event, walls of flesh will surround the pit holding the beasts that emerge in place,  collecting potentially hundreds or even thousands of monsters that will be released when the flesh heart dies. Therefore beware of complications from the pit interacting with other events. Another challenging example would be fighting raids from the pit in the darkness event. On the other hand,  flesh beasts will come from the pit periodically,  forever, and aren't usually too challenging to deal with,  but are hostile to a variety of enemies,  most helpfully the mechanoids. If you have a situation where a large number of fleshbeasts have become held in place outside the pit, toxic fallout or artillery mortars will assist if this situation transpires on your map. Alternatively, you may exploit this event as the story teller will believe you are in a permanent raid,  reducing the amount of raids it sends you. Note that hundreds or thousands of flesh beasts will slow down the game.&lt;br /&gt;
&lt;br /&gt;
It is recommended to plan a long term strategy in advance when deciding what to do with the pit, whether that is making a vault inside, destroying its inhabitants to close it,  using it as a source of flesh beasts.&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;br /&gt;
[[Category: Anomaly]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleep_suppressor&amp;diff=176357</id>
		<title>Sleep suppressor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleep_suppressor&amp;diff=176357"/>
		<updated>2026-03-02T09:19:18Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Sleep suppressor&lt;br /&gt;
| image = Sleep suppressor north.png &lt;br /&gt;
| description = A scavenged archotech shard mounted in an electrical control frame. The device creates a psychic pulsation in the local area which alters the brain chemistry of those nearby, halting the buildup of fatigue toxins and removing the need for sleep. However, it also irritates anyone nearby.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 545&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2 ˣ 1&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 200&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -300&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Sleep suppressor&lt;br /&gt;
| thingCategories =&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 100&lt;br /&gt;
| resource 3 = Steel&lt;br /&gt;
| resource 3 amount = 25&lt;br /&gt;
}}&lt;br /&gt;
The '''sleep suppressor''' is a building added by the [[Anomaly DLC]] that reduces the [[sleep fall rate]] of nearby humans, but also inflicts a mood debuff.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Recode|section=1|reason=Time in/until state like [[Comfort]] and other stat pages - for both gain and decay. Exact rate will need to be extracted from the C# but estimate can be used in the meantime}}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE in [[:Category:Images - Graphics|standard style]]}}&lt;br /&gt;
Human pawns within an 8 tile radius of a powered sleep suppressor will gain a {{--|6}} [[mood]] debuff, and slowly build Sleep Suppression while they remain within the radius. Human pawns that have been [[inhumanized]] will not receive the lowered mood thought.&lt;br /&gt;
&lt;br /&gt;
Sleep Suppression progresses in several stages:&lt;br /&gt;
* Very Mild (0% - 9.9%): No effect&lt;br /&gt;
* Mild (10% - 29.9%): Sleep Fall Rate x50%&lt;br /&gt;
* Moderate (30% - 65.9%) Sleep Fall Rate x15%&lt;br /&gt;
* Extreme (66% - 100%) Sleep Fall Rate x0%&lt;br /&gt;
&lt;br /&gt;
When outside of the radius, pawns lose progression on sleep suppression very quickly at around 1% severity every {{Ticks|60}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The sleep suppressor is very effective when placed within your workshop and laboratory, where pawns are likely to sit in place for long periods of time needed to build up the sleep suppression to the maximum. This effectively allows pawns to craft or research for longer periods of time before they need to stop to satisfy other needs, like hunger or recreation. It can be combined with a [[frenzy inducer]] to make pawn work even more efficient, though at the risk of more destructive mental breaks.&lt;br /&gt;
&lt;br /&gt;
The sleep suppressor is especially useful for [[slaves]]{{IdeologyIcon}} as they already have no recreation needs and higher mood due to slave expectation buff. Assuming the slave is going to work near a sleep suppressor all of the time, their only required need is food. Putting it next to [[deep drill]] operated by a slave allows for a exceptionally productive work.&lt;br /&gt;
&lt;br /&gt;
In theory, one could also be built in the rec room and dining room, to keep those pawns awake close to indefinitely, though these rooms are much less frequently idled in by an efficient colony, making the extra costs to have additional units in these areas much less favourable. &lt;br /&gt;
&lt;br /&gt;
Like other similar buildings such as the [[frenzy inducer]], these should be turned off when moods are low in the colony. A happy pawn is more efficient than a sleepless pawn in the long run, after all.&lt;br /&gt;
&lt;br /&gt;
The Sleep Suppression effect builds through walls. Accordingly, it can be placed near bedrooms, causing pawns to build the effect overnight and lose less sleep in the day.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pleasure_pulse&amp;diff=176356</id>
		<title>Pleasure pulse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pleasure_pulse&amp;diff=176356"/>
		<updated>2026-03-02T09:10:13Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Pleasure pulse &lt;br /&gt;
| image = Pleasure pulse.png &lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Emit an intense psychic pulse that makes any psychically sensitive individual in the region happier but reduces their desire to work. This will replace the effect of other active pulses.&lt;br /&gt;
| research = Pleasure pulse&lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 30 &lt;br /&gt;
}}&lt;br /&gt;
'''Pleasure pulse''' is a [[psychic ritual]] that improves the [[mood]] and libido of pawns on the map at the time of casting{{Check Tag|Verify}} at the expense of slowing their [[global work speed]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Quote|This person has been impacted by a psychic pulse of pleasurable sensations and emotions. They feel unnaturally happy, distracting them from their work.|Hediff description}}&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* {{Thought|desc=My body ripples with joy. The world is a soft and fuzzy place.|label=Pleasure pulse|value=+12|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{+|21}}.&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|x0.5}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Due to the cost of a reduced global work speed, this is not a ritual that should be kept up at all times, even putting aside the bioferrite cost to maintain a mood buff. However, it is the perfect counter for a psychic drone, particularly a high one. If you have multiple psychically sensitive pawns, and a negative psychic drone swiftly starts driving them insane, a counter-pulse should enable your pawns to work through the duration of the drone without issue.&lt;br /&gt;
&lt;br /&gt;
It could also be used to help counteract huge morale losses like a dead spouse, but only if there are multiple pawns suffering from harsh, long lasting mood maluses: If there's only a single pawn with a long term negative thought, [[Brainwipe]] may be more useful if you value the work speed of your colony more, at the cost of a shard over bioferrite.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skip_abduction&amp;diff=176355</id>
		<title>Skip abduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skip_abduction&amp;diff=176355"/>
		<updated>2026-03-02T09:03:28Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Skip abduction &lt;br /&gt;
| image = Skip abduction.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The ritual induces a dark archotech to warp space, teleporting a distant person to the center of the ritual circle. The process causes the target to fall into a short coma.&lt;br /&gt;
| research = Skip abduction &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 600000 &lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
}}&lt;br /&gt;
'''Skip abduction''' is a [[psychic ritual]] that skips a random hostile pawn to the [[psychic ritual spot]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Upon completion, this ritual teleports a non-[[entity]] [[human]] pawn from a hostile non-hidden faction to the [[psychic ritual spot]]. There is a version of this ritual available for the colony, and another for the [[horax cult]]:&lt;br /&gt;
&lt;br /&gt;
=== Colony version ===&lt;br /&gt;
An invoker is required to perform the ritual. Additionally, up to 4 chanters can be selected to participate in the ritual. The invoker's psychic sensitivity directly adds to the quality of the ritual, and each chanter adds 5% to the ritual quality regardless of their psychic sensitivity. [[Prisoner]]s cannot participate in the ritual, but [[slaves]]{{IdeologyIcon}} can. Up to 4 [[shard beacon]]s can be placed around the ritual spot, each increasing the quality of the ritual by 8%. Up to 6 [[void sculpture]]s can be placed around the ritual spot, each increasing the quality of the ritual by a quality-dependent amount.&lt;br /&gt;
&lt;br /&gt;
Upon a successful ritual, a pawn will be abducted according to the following criteria:&lt;br /&gt;
# If there is any valid hostile pawn on the map, then the ritual will abduct one of them at random.&lt;br /&gt;
# If there is any valid hostile faction leader in the world, there is a 8% chance one of them is abducted.&lt;br /&gt;
# If there is any valid hostile non-leader world pawn, there is a 2% chance per world pawn for one of them to be abducted. This is capped at 40%.&lt;br /&gt;
# Otherwise, a new random pawn from an hostile faction is created and abducted.&lt;br /&gt;
&lt;br /&gt;
The abducted pawn will go into a [[dark psychic shock]], with its duration shortened with higher ritual quality.&lt;br /&gt;
* At 0% quality, the pawn will stay unconscious for 30 days.&lt;br /&gt;
* At 50% quality, the pawn will only stay unconscious for 10 days.&lt;br /&gt;
* At 100% quality, the pawn will only stay unconscious for 10 hours.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Psychic coma duration&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=150|type=line|xAxisTitle=Quality (%)|yAxisTitle=Psychic coma duration (days)|x=0,50,75,100|y=30,10,5,0.4166|yAxisMin=0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Horax version ===&lt;br /&gt;
Horax cult members have a chance of performing a skip abduction ritual when raiding the colony. This ritual takes {{ticks|10000}}, twice the duration of a player skip abduction ritual. The ritual will abduct a random colonist or slave of the colony if it succeeds. Pawns that already have [[dark psychic shock]] are excluded from being abducted. The abducted pawn will gain dark psychic shock for {{ticks|30000}}. &lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Skip abduction is a slow but very reliable method to get new prisoners into your colony. It is available very early into the game, though its high ritual cost makes it more useful for established colonies with a consistent source of [[bioferrite]] and have a low chance of gaining new recruits from random events. It is less useful for abducting hostile pawn on the current map, as the pawns performing the ritual could be better used defending the colony.&lt;br /&gt;
&lt;br /&gt;
With a 10 days cooldown and no ways to select which pawn to kidnap, skip abduction is not very reliable for getting new colonists into your colony. They may not have the trait that you want, or they may be [[Prisoner#Unwaveringly_loyal|unwavering loyal]], the latter of which however can be bypassed with [[brainwipe]]. However, if you have enough [[bioferrite]] generation to support doing this ritual consistently, then this is a decent way to search for new recruits, especially in the late game where it is much harder to get new ones, due to the increased death on down chance. Other than the temporary induced coma, the victim pawn will not suffer any long term damage, making it safer and cheaper compared to using [[psychic shock lance]] or [[shard shock lance]] against a raider, at the cost of not being able to choose which pawn you get. Do note that, because the pawn abducted is only chosen when the ritual finishes, it is possible to save-scum to obtain an acceptable pawn.&lt;br /&gt;
&lt;br /&gt;
Because the game can choose a pawn from the world pawn list, pawns that were banished, released from prison, kidnapped, or even pawns that were left behind after each [[archonexus]]{{IdeologyIcon}} quest part can be kidnapped back into your colony. You'll still have to recruit them like normal prisoners, regardless of whether they were your colonists or not.&lt;br /&gt;
&lt;br /&gt;
The random nature of the kidnapped pawn means the chance of getting a pawn you do not consider recruiting is very high. As such, it's more of a ritual for when you just want or need a warm body now- Or a cold body. If the pawn in question shows no potential as a colonist, they can be used as a hemogen farm, a target for Chronophagy, Psychophagy, or Philophagy, as an organ donor for a colonist who needs a new organ sooner rather then later, or an emergency meat source for Ghouls to keep them fed if you run out of meat and the ghoul is in danger of entering a permanently hostile state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychophagy&amp;diff=176354</id>
		<title>Psychophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychophagy&amp;diff=176354"/>
		<updated>2026-03-01T20:27:35Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Psychophagy &lt;br /&gt;
| image = Psychophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Consume the psychic sensitivity of a target. The invoker will increase their psychic sensitivity for a period of time. The effect does not stack. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Psychophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Psychophagy''' is a [[psychic ritual]] that provides a long duration buff to the invoker's [[psychic sensitivity]] at the cost of rendering the target permanently [[psychically dead]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of:&lt;br /&gt;
** liquefying targets brain, killing them in the process, &lt;br /&gt;
** applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}}  &lt;br /&gt;
* Target becomes [[psychically dead]], permanently setting their psychic sensitivity to 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn.  &lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While the usual target for Psychophagy is on prisoners, it may be beneficial to apply Psychophagy to at least one of your own pawns. Being psychically deaf prevents pawns from being affected by Psychic Drones and many {{RoyaltyIcon}} Psycasts, including from preventing friendly fire around your own psycasters.&lt;br /&gt;
&lt;br /&gt;
More relevant to Anomaly, however, is that for psychic rituals, the Invoker's psychic sensitivity is a notable factor in the ritual's Quality percentage. There are some rituals that one may want to deliberately have with as low a quality as possible, such as Draw Animals to create a Manhunter swarm, or Provoke Pit Gate to deal with as few Fleshbeasts accompanying the pit gate as the map wealth will allow. While a psychically dead pawn cannot participate, a pawn that is merely ''almost'' psychically deaf can- Possible by using a psychically deaf pawn and equipping them with any piece of Eltex gear, the lower quality the better.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Consume the psychic sensitivity of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target becomes psychically dead and suffers from Psychic Shock.|&amp;quot;[...] target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target becomes psychically dead and suffers from Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Consume the psychic sensitivity of a target. The invoker will increase their psychic sensitivity for a period of time. The effect does not stack. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] The invoker will increase their psychic sensitivity for a period of time. The effect does not stack. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''.{{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_fleshbeasts&amp;diff=176353</id>
		<title>Draw fleshbeasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_fleshbeasts&amp;diff=176353"/>
		<updated>2026-03-01T18:40:43Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw fleshbeasts &lt;br /&gt;
| image = Summon fleshbeasts.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including your enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.&lt;br /&gt;
| research = Summon fleshbeasts &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
}}&lt;br /&gt;
'''Draw fleshbeasts''' is a [[psychic ritual]] that causes a horde of [[fleshbeasts]] to enter the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While all psychic rituals that spawn entities will create entities that will be hostile to all pawns, hostile pawns included, Draw Fleshbeasts is unique in that, unlike Draw Shamblers or Provoke Pit Gate, Draw Fleshbeasts will cause Fleshbeasts to emerge ''directly'' next to a hostile pawn on the map if present, ensuring that they're immediately drawn into combat. This is in contrast to Draw Shamblers, which causes Shamblers to wait at the edges of the map until they sight a nearby human pawn, or a botched Draw Animals, which causes hostile Manhunters to arrive and skulk around buildings containing pawns until they find a way in or until a pawn steps outside while Wandering.&lt;br /&gt;
&lt;br /&gt;
Unlike other rituals, this one is feasible to perform while caravanning: At a quest site with hostiles present, with up to 4 shard beacons, you can substantially soften up an enemy force before you engage them, at the cost of 40kg of extra weight in your caravan, with each beacon weighing 10kg each. This is combined with the 12.5kg for the 50 bioferrite that will be expended on-site. It is possible that enemies will notice and engage the player before the ritual is complete, depending on if you're attacking a base, or merely dealing with a pirate outpost or similar.&lt;br /&gt;
&lt;br /&gt;
Beyond this, the benefits of Draw Fleshbeasts are largely shared with Provoke Pit Gate. Both can provide quite a lot of Twisted Meat from butchering in a pinch, which can be used to keep Ghouls satiated. As Ghouls can only eat raw meat, this may otherwise be an issue for colonies that do not ranch food and otherwise have purely vegetarian meals, or who need Twisted Meat specifically for Serums. At 50 Bioferrite for Draw Fleshbeasts and 75 for Provoke Pitgate, this is a particularly expensive way to feed your ghouls, though, given that they will otherwise contentedly eat the body of hostile raiders, something that most colonies will find easily stockpiles over time. In addition, despite the higher cost, Provoke Pit Gate also involves a Dreadmeld. Dreadmelds drop 30 bioferrite, offsetting the cost to a total of 45, less then Draw Fleshbeasts, as well as 3 Shards, which are very valuable items necessary for much Anomaly content.&lt;br /&gt;
&lt;br /&gt;
Draw Fleshbeasts does not create [Bulbfreak]s, even at 100% ritual quality.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.|&amp;quot;[...] including enemies and allies [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including your enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.|&amp;quot;[...] including your enemies and allies [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=176352</id>
		<title>Draw shamblers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=176352"/>
		<updated>2026-03-01T12:47:45Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw shamblers&lt;br /&gt;
| image = Draw shamblers.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.&lt;br /&gt;
| research = Draw shamblers &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20 &lt;br /&gt;
}}&lt;br /&gt;
'''Draw shamblers''' is a [[psychic ritual]] that causes a horde of [[shambler]]s to enter the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map, approximately 2-3 hours after the ritual is completed. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers. In addition, shamblers summoned through this method last for 3 days, as opposed to the 24 hours of Death Pall raised shamblers, or the 6 hours of Deadlife Dust raised shamblers. &lt;br /&gt;
&lt;br /&gt;
[[Gorehulk]]s can be summoned as shamblers through Draw Shamblers, though it will not unlock the associated research or condex entry for the non-shambler version of that entity.{{Check Tag|Verify|Confirm entities can be discovered prior to their research being unlocked}} {{Check Tag|Details|How exactly are shambler hordes costed}} Shamblers created through Draw Shamblers can drop bioferrite and twisted meat as normal if killed by a pawn. {{Check Tag|Verify|Confirm Shamblers can drop Shards}}&lt;br /&gt;
&lt;br /&gt;
This ritual is whitelisted to the Surface layer, and therefore cannot be used in Odyssey space locations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
=== Offensive Use ===&lt;br /&gt;
Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, [[toxic wastepack]] {{BiotechIcon}} dumping, or [[Mechanoid]] bosses {{BiotechIcon}}, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including [[Diabolus]] {{BiotechIcon}} due to shamblers ignoring being set on fire, netting free chips.&lt;br /&gt;
&lt;br /&gt;
Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Use ===&lt;br /&gt;
&lt;br /&gt;
Draw Shamblers is less effective here, due to the delays associated both with completing the ritual, and waiting the hours for the shamblers to actually appear. However, raiders will fight shamblers who arrive late to a raid, assuming their current pawn target becomes unavailable due to moving through a closed door or any other means. However, raiders are unwilling to spend overlong in a raid without an active target pawn they can reach, and will frequently damage walls until they are satisfied with the damage done, or steal valuables left in the open, causing them to flee the raid. &lt;br /&gt;
&lt;br /&gt;
Fleeing raiders will engage with shamblers if they happen to get close to them, but otherwise will ignore them and exit the map at the edges, making it quite possible, even likely, to summon shamblers to deal with raiders, only for the shamblers to arrive well after the raiders stop being a problem, and allowing the shamblers to remain a problem all on their own.&lt;br /&gt;
&lt;br /&gt;
===Utility Use===&lt;br /&gt;
&lt;br /&gt;
Shamblers, when killed, drop small quantities of human flesh, and occasionally bioferrite. You may or may not get enough bioferrite to make up the cost of the ritual. This requires that the shambler be killed by a pawn, rather then timing out their lifespan. More consistent, however, is that Summon Shamblers always summons humanoid pawns (with the occasional gorehulk), both of which butcher into human meat and leather, as opposed to Twisted Flesh. While this may be desirable for colonies of cannibals or enthusiastic supplies of human leather armchairs, Shamblers rot instantly when they die, making it impossible to butcher them under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
===Nociospheres===&lt;br /&gt;
Sending a destabilizing [[nociosphere]] into the crowd summoned by a high quality Draw Shamblers ritual is a safe way to dispose of a nociosphere if a convenient raid is not available. Shamblers are immune to pain, usually arrive on map borders away from player structures, and a high quality ritual generally summons enough shamblers to have a few survivors once the Nociosphere has finished its rampage.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.|&amp;quot;[...] corpses to your area. While they attack any human they see, they will not directly attack your colony. [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.|&amp;quot;[...] corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. [...]&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard&amp;diff=176351</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard&amp;diff=176351"/>
		<updated>2026-03-01T10:42:56Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= 1) General 2) Categories}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Shard&lt;br /&gt;
| image = Shard c.png&lt;br /&gt;
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 250&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Shard&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;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Shards''' are a somewhat rare resource added by the [[Anomaly DLC]] with a number of varied and powerful uses.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shards can be acquired in the following ways:&lt;br /&gt;
# [[Quests#Distress_signal|Distress signals]] are guaranteed to spawn a flesh sack with a shard in it&lt;br /&gt;
# [[Metalhorror]]s have a 50% chance to drop a shard when killed&lt;br /&gt;
# [[Nociosphere|The Nociosphere]], if killed, will drop 2 shards&lt;br /&gt;
# [[Revenant spine]]s, when smashed, will drop 2 shards&lt;br /&gt;
# [[Dreadmeld|The Dreadmeld]], when killed, will drop 3 shards&lt;br /&gt;
# [[Fleshmass nucleus|The fleshmass nucleus]], when killed, will drop 2 shards&lt;br /&gt;
# An entity raid has a chance scaling with raid points to give a random entity a hidden Hediff that will cause it to drop a shard.&lt;br /&gt;
# [[Obelisk]]s allowed to reach max activity level or destroyed by damage will drop a single shard after exploding.&lt;br /&gt;
# Found inside crates in the [[Warped obelisk|Warped obelisk's]] [[Labyrinth|labyrinth]]&lt;br /&gt;
&lt;br /&gt;
Raid points:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid Points || Shard Chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid Points|yAxisTitle=Shard Chance|type=line|x=0, 500, 1000, 5000|y1=15, 30, 50, 80, 100}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Shards are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Two shards are also required to deactivate each [[obelisk]] while one is required to deactivate the [[golden cube]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Prioritize best uses of the shard in early, mid and late game. Describe easiest forms of acquisition (metal horror farm?). Recommendations for keeping at least X many on standby for dealing with threats that require them (cube, obelisks)}}&lt;br /&gt;
&lt;br /&gt;
While a rare material in the early game they become more and more abundant as many of the buildings who need them are either capped (like shard beacons) or only needed once (like the serum lab). The most reliable source for them is Pit Gates, which can be Provoked by ritual at a player's descretion. While natural Shambler events will have shamblers drop shards, shamblers summoned through Call Shamblers will not drop shards or bioferrite (And also have a different expiration timer). It is wise to keep one or two shards on hand in reserve, in case of anomaly threats that require them to deactivate, with the next few shards used to produce [[Ghoul]]s. A few ghouls as melee units and melee blockers will make combat challenges easier, including fighting Dreadmelds, the main source of additional shards.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shard a.png|One shard&lt;br /&gt;
Shard b.png|Partial stack&lt;br /&gt;
Shard c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=176332</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=176332"/>
		<updated>2026-03-02T16:03:57Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Ending - Disrupt the link */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason = Link to or otherwise subsume the quest entries for these. Inadequate detail}} &lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], 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;
There are also two other ways to get a form of game over:&lt;br /&gt;
* [[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
* [[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
= Ship to the Stars =&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
* Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by many [[raid]]s. The Ship Startup event will have 10 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Ship Launch raids during the event 10 and the maximum 20. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. The Ship Launch raids have a minimum of 500 [[Raid points]].&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. Only one loaded casket is required to launch the ship.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
* Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
* The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
* Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a ship ==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
* The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
* Building your own ship.&lt;br /&gt;
&lt;br /&gt;
=== Traveling to the journey offer ===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{Icon Small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
* '''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
* '''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{Icon Small|steel}} 110 [[steel]], {{Icon Small|component}} 2 [[component]]s, and {{Icon Small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
* '''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
=== Building the ship ===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
* The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
* A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
* The minimum possible resources for a ship are {{Icon Small|steel||1740}} [[steel]], {{Icon Small|plasteel||740}} [[plasteel]], {{Icon Small|uranium||294}} [[uranium]], {{Icon Small|advanced component||42}} [[advanced component]], {{Icon Small|component||12}} [[component]], {{Icon Small|gold||74}} [[gold]], and {{Icon Small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
: '''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{Icon Small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{Icon Small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
== Ship launch ==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
=== Launch preparations ===&lt;br /&gt;
* '''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
=== Ship defense ===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
=== Mood management ===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
* Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
* Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
* Use [[mind-numb serum]]s.{{AnomalyIcon}} This is the safest option, as it will completly prevent mental breaks from happening, however it requires the [[Anomaly DLC]] and a non-neglible engagement with its content.&lt;br /&gt;
&lt;br /&gt;
== Ending - Leaving the planet ==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
= Royal Ascent =&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on an [[imperial shuttle]].&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a colonist of [[Titles#Archon|Archon]] 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, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
* You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&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;
'''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 to successfully complete 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;
== Housing the stellarch ==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
=== Throne &amp;amp; Bed ===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
* Area 80, Impressiveness 160&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Grand meditation throne]]&lt;br /&gt;
* 1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
* Area 30, Impressiveness 80&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* 1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
== Surviving the onslaught ==&lt;br /&gt;
The onslaught of raids will consist of 8 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Royal Ascent raids during the event 8 and the maximum 16. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. Royal Ascent raids have a minimum of 500 Raid points.&lt;br /&gt;
* '''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't targeted any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
* '''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
* '''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
* Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
** [[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
* All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
* [[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
** However, [[word of joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, word of joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
== Ending - Joining the royal court ==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, an [[imperial shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 2,000 kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
= The Archonexus =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. &lt;br /&gt;
** The factions owning the three map pieces will always be the [[Outlanders#Civil outlander union|civil outlander union]], the [[Outlanders#Rough outlander union|rough outlander union]], and the [[Tribes#Fierce tribe|fierce tribe]] faction, in that order.&lt;br /&gt;
** Should the faction normally owning the map piece is unavailable to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
** The [[Outlanders#Rough pig union|rough pig union]]{{BiotechIcon}} and the [[Tribes#Fierce neanderthal tribe|fierce neanderthal tribe]]{{BiotechIcon}} will never have the map piece, even when their [[baseliner]] counterparts are not enabled.&lt;br /&gt;
&lt;br /&gt;
* Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
** Analysis of [[signal chip]]{{BiotechIcon}}, [[powerfocus chip]]{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}} is not undone by the [[research]] reset.&lt;br /&gt;
&lt;br /&gt;
* You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
* Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
* Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
== Gaining wealth/allies ==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The [[Production specialist]] role is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
=== Theoretical wealth transport ===&lt;br /&gt;
With the right combination of [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{Icon Small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{Icon Small|silver}} 40,607, along with a base of {{Icon Small|silver}} 1,750 for humans. Note that [[psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[imperial shuttle]] can launch the first leg of the trip, then a [[horse]] can run the rest. {{Check Tag|Update for Odyssey}}&lt;br /&gt;
&lt;br /&gt;
== Founding a new colony ==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
=== Things to bring ===&lt;br /&gt;
* '''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, severely limit the number selected. &lt;br /&gt;
&lt;br /&gt;
* '''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
* '''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
* '''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
=== Studying the archotech structures ===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
=== List of items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ending - The Archonexus Core ==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
= The Void =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Monolith}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. A colonist approaching the monolith will cause an ominous letter notification. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock.&lt;br /&gt;
&lt;br /&gt;
If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
== The Codex ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Entity}}&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat entities in the codex. Encountering entities also reveals hidden research options in the tech tree. Entities can optionally be captured for research progress using [[containment]], but the monolith itself can also be studied for research points. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Once you have encountered '''7 basic entities''' (out of 8), you become able to attune the monolith again. Attuning begins the advanced phase. More dangerous entities can appear from now on.&lt;br /&gt;
&lt;br /&gt;
After you have encountered '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
&lt;br /&gt;
Before attuning you should stockpile food, weapons, and medicine for a week-long colony siege, at minimum. Unnatural darkness will descend on your colony during part of the event, so outdoor farming and hunting will not be easy.&lt;br /&gt;
&lt;br /&gt;
You will have a few days of prep time before the monolith finishes twisting. When the event begins, two [[void structure]]s and multiple [[entity]] patrols appear around your map. Similar to the [[noctolith]]/[[noctol]] events, you will need to foray out of your base and approach each structure. This time, the void structures must be activated rather than destroyed with weapons. Activating a structure is a research-type task that requires a few seconds of work by one colonist. Activating a structure will ''also'' cause an immediate revenge '''entity attack''', such as from [[chimera]]s, [[sightstealer]]s, [[gorehulk]]s, or [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
After activating both structures, you will be given a two-day break while the monolith twists again. At the conclusion of the break, unnatural darkness will descend on your colony and '''three more void structures''' will appear that need to be activated, this time while also dealing with the darkness.&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
===Stage 1===&lt;br /&gt;
Other major threats cannot occur during the Anomaly endgame event. There will not be standard raids, infestation nor other major threats, nor threats sent by quests and even the ship launch will not occur.&lt;br /&gt;
&lt;br /&gt;
After activating the monolith the precursor to [[Unnatural darkness]] will occur. The map will be devoid of sunlight perpetually. The map will not become overwhelmingly dark and there will not threats hidden in dark areas of the map. Colonists will not take damage when they wander into unlit areas.&lt;br /&gt;
&lt;br /&gt;
Two [[Void structure]]s will land on the map and [[Metalhorror]]s will appear with them. &lt;br /&gt;
&lt;br /&gt;
A [[Fleshbeast attack]] event will occur.&lt;br /&gt;
&lt;br /&gt;
Wandering singular [[Noctol]]s and [[Gorehulk]]s will appear from the map's edge in very low numbers. If these wandering entities are killed another will wander in from the map's edge. The map will constantly have low numbers of singular wandering entities.&lt;br /&gt;
&lt;br /&gt;
Activating the two [[Void structure]]s is required to progress to the next stage. After activating either Void structure, an attack of assorted entities will appear from the map's edge. The attacks may consist of Shamblers, Gorehulks, or Devourers.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
After activating the second Void structure, there will be a 2 day delay until the beginning of the second stage. Notification of Dimming Sky will be given via a yellow letter. &lt;br /&gt;
&lt;br /&gt;
Singular Noctol and Gorehulk wanderers will still continuously patrol about the map and new entities will be spawned if any are killed.&lt;br /&gt;
&lt;br /&gt;
After the two day wait, three [[Void structure]]s will appear on the map and be accompanied by [[Metalhorror]]s.&lt;br /&gt;
&lt;br /&gt;
The sky will dim into full [[Unnatural darkness]]. Any colonist in a dark area will be damaged by mysterious entities. &lt;br /&gt;
&lt;br /&gt;
Activating any of the three Void structures will cause entity attacks from the map's edge. These entity attacks can consist of Shamblers, Gorehulks, Devourers, Sightstealers or Noctols. &lt;br /&gt;
&lt;br /&gt;
Once all 3 Void structures are activated the Monolith will begin to twist. After 4 hours, the &amp;quot;twisting&amp;quot; of the monolith will intensify, Metallhorrors will appear around the monolith, and the monolith will become a portal to Metalhell. Activating the Monolith one last time will send one colonist to Metalhell and allow the player to end the event.&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. Or, '''He/She could step into the sphere and merge with the void'''. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choosing an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that are not permanently hostile gain a one-time bonus of {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled. {{Check Tag|Verify|Confirm that Psychic Rituals function or do not function after disabling anomaly events.}}&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* Several effects applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''Void Touched''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** {{Good|×200%}} Study efficiency&lt;br /&gt;
*** {{Good|×200%}} Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
*** Gains the '''Void Terror''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Set eyes color to grey if no artificial eyes installed&lt;br /&gt;
** Gains the '''Inhumanized''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} Animals skill&lt;br /&gt;
*** {{Bad|-12}} Artistic skill&lt;br /&gt;
*** {{Bad|-12}} Social skill&lt;br /&gt;
*** The colonist will randomly mutter, like [[creepjoiner]]s with &amp;quot;Disturbing&amp;quot; drawback do, which upsets other colonists with a stackable {{--|2}} mood debuff (debuff does not affect any other '''Inhumanized''' colonists)&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by Brainwipe [[psychic ritual]]&lt;br /&gt;
** Gains '''Death Refusal''' with 4 charges&lt;br /&gt;
*** Even if the pawn already has charges from other sources, such as the [[Psychic rituals#Imbue death refusal|imbue death refusal]] psychic ritual, the total is still set to 4 charges and any additional charges are simply lost.&lt;br /&gt;
*** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** Set hair color to white; can be undone by a [[styling station]]&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* All colonists in the metal hell return to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared. He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&lt;br /&gt;
&lt;br /&gt;
= The Mechhive =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
== The Gravship ==&lt;br /&gt;
The Gravship quest appears once you have a [[grav engine]]. You will get its sub-quests overtime as the grav engine passively scans for nearby gravship technology.&lt;br /&gt;
&lt;br /&gt;
For the Mechhive sub-quest to appear, 7 other sub-quests is needed. Once the [[Mechhive]] is located, a [[gravship]] with [[signal jammer]] is the only mandatory criterion - though you will need more to be prepared to survive there.&lt;br /&gt;
&lt;br /&gt;
== Entering the Mechhive ==&lt;br /&gt;
The mechhive is a huge map with a large amount of rooms that contain loot crates, dormant [[mechanoid]]s, mechanoid spawners, and turrets. All of the buildings are made of [[fortified wall]]s, making breaching extremely hard but not impossible. Once you arrive at the mechhive, the [[cerebrex core]] is immediately visible, but it is protected by [[cerebrex stabilizer]]s hidden and scattered among the map, which makes the cerebrex core invulnerable.&lt;br /&gt;
&lt;br /&gt;
When each cerebrex stabilizer is destroyed, it calls a mechanoid drop raid that attacks immediately. The 3rd and final mech drop raid is 50% larger than the previous two.&lt;br /&gt;
&lt;br /&gt;
Once all cerebrex stabilizers are destroyed, the &amp;quot;inspect cerebrex core&amp;quot; action becomes available. Doing so requires 15 seconds before prompting a dialogue with two options to conclude the quest (plus &amp;quot;postpone&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Ending - Destroy the core ==&lt;br /&gt;
{{Quote|(name) begins to tear apart the hair-thin cerebral mesh inside the cerebrex core. The mesh twists and groans, as if alive. Electricity arcs among the latticework frame - then in an instant, all goes dark and lifeless. The mechanoid whirring stops. Here, and all across the planet, mechanoids begin to permanently deactivate, no longer under the control of the mechhive. '''The mechanoid threat is over.''' But your story continues...|Endgame text after Destroy the core.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm destroy the core, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that destroyed the core gains a {{+|14}} '''Destroyed Mechhive''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Destroyed Mechhive''' moodlet for 30 days.&lt;br /&gt;
* [[Mechanoid hive]] is deactivated, and all its mechanoids and buildings stop functioning.&lt;br /&gt;
** Those spawned later, such as by an [[orbital mech cluster targeter]]{{RoyaltyIcon}} or a [[Mechanitor]]s'{{BiotechIcon}} mechanoid going feral, are also deactivated upon spawn.&lt;br /&gt;
** Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them.{{Check Tag|Which?}}&lt;br /&gt;
** [[Mechanitor]]s{{BiotechIcon}} can no longer summon [[mechanoid commander]]s.&lt;br /&gt;
** Friendly mechanoids{{BiotechIcon}} continue to function, and new mechanoids can still be gestated.&lt;br /&gt;
** Because mechanoid commanders can no longer be summoned, new [[signal chip]]s{{BiotechIcon}}, [[powerfocus chip]]s{{BiotechIcon}} and [[nano structuring chip]]s{{BiotechIcon}} cannot be acquired this way. Commanders can still spawn for colonies with high enough raid points - for example during quests - and will still drop their respective items (and are inactive making them easy targets).&lt;br /&gt;
* The cerebrex core becomes a [[destroyed cerebrex core]] and can be destroyed for 8 [[steel slag chunk]]s, 300 [[plasteel]]s, 5 [[advanced component]]s and 1 [[persona core]].&lt;br /&gt;
&lt;br /&gt;
{{Quote|By destroying the cerebrex core, (name) has deactivated mechanoids across the planet. The mechanoid threat is over.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Scavenge technology ==&lt;br /&gt;
{{Quote|(name) begins working to free a processing node buried within the core. The latticework frame convulses as if in agony. As (name) pulls the node free, the mesh begins to mend, repairing the damage. The core rebuilds its defences and closes. Turning the node over, (name) recoils as it sparks to life, pulsing in time with the core. '''In his/her hand, (name) holds a weapon of untold power.''' The story continues...|Endgame text after scavenge technology.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm scavenge technology, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, a [[cerebrex node]] drop next to the cerebrex core. The cerebrex core remains invulnerable for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
{{Quote|The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it. Equip the node to a colonist to make use of it.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
= Colony End =&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again. When this happens, you have the option to create new wanderers to start the colony again after eight in-game hours have passed. At a certain point (about seven new groups), the game will stop offering this prompt.&lt;br /&gt;
&lt;br /&gt;
= Planetkiller =&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
= Version history =&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Mechhive ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dread_leather&amp;diff=176318</id>
		<title>Dread leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dread_leather&amp;diff=176318"/>
		<updated>2026-03-01T12:54:44Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|leathery&lt;br /&gt;
| name = Dread leather&lt;br /&gt;
| image = Dread leather b.png&lt;br /&gt;
| description = Thick, tough leather taken from some monstrous creature. The surface is covered in ugly scars and whorls, and smells faintly of rotten meat. Most people will be unhappy if made to wear apparel made of this.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 3.5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 1.3&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| armor - sharp factor = 1.27&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 20 &lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (84,91,90)&lt;br /&gt;
| commonality = &lt;br /&gt;
| default color = &lt;br /&gt;
| default color two = &lt;br /&gt;
| draw gui overlay = &lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| thing class = &lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Dread leather''' is a type of [[leather]] added by the [[Anomaly DLC]] that is produced when a [[Skills#Cooking|cook]] butchers one of a variety of [[entities]] at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following animals provide dread leather:&lt;br /&gt;
{{Leather List}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Wearing [[stuffable]] items made from dread leather inflicts [[mood]] penalties on [[human]] pawns, proportional to the number of items worn:&lt;br /&gt;
* 1 item: {{Thought|desc=I hate this stuff. It stinks.|label=dread leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 items: {{Thought|desc=Two dread leather items. These make me uncomfortable.|label=dread leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 items: {{Thought|desc=These three dread leather items make me squirm. They smell awful.|label=dread leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ items: {{Thought|desc=I'm covered in this horrible stuff.|label=dread leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
&lt;br /&gt;
These mood penalties stack with all other apparel related mood effects and are nullified by the [[psychopath]] trait or the [[Inhumanized]] hediff.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
While {{PAGENAME}} can not be sold directly to any faction, it can still be indirectly gifted for [[Goodwill]] via [[Transport pod]]&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Dread leather is joint sixth for most Hit Points Factor, fifth for Sharp Armor, joint sixth for Blunt Armor, and joint third for Heat armor. Dread Leather has average Cold Insulation, and poor Heat Insulation. If the mood penalty is not an issue, most likely due to Inhumanization, butchering entities for their leather can be a cheap way of securing access to a relatively good material for clothing, especially in cold climates where the majority of better insulating materials offer worse armor values.&lt;br /&gt;
&lt;br /&gt;
It also has a fairly low [[Property:Beauty Factor|beauty factor]]. Thus it should only be used when there is no alternative or where its stats have little effect on the utility of the resulting item, such as in clothing production [[quests]] or [[armchair]]s whose [[beauty]] rarely significantly affects a [[room stats|room's quality]].&lt;br /&gt;
&lt;br /&gt;
Dreadleather is not a reliable material to obtain in bulk. Of the four entities that can drop it, only one of them is a Basic entity that can be discovered prior to powering up the Monolith, three of them are Advanced, and none of them can be summoned at-will by way of Psychic Ritual. By the time it's plausible to butcher vast quantities of the entities in question for Dread Leather, it's unlikely that a colony will still be using leather clothing for protection, on top of the mood penalty associated with wearing it for most pawns.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
dread leather a.png|One dread leather&lt;br /&gt;
dread leather b.png|Stack of dread leather&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_animals&amp;diff=176316</id>
		<title>Draw animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_animals&amp;diff=176316"/>
		<updated>2026-03-01T20:44:19Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw animals&lt;br /&gt;
| image = Draw animals.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw a distant herd of animals into the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters.&lt;br /&gt;
| research = Draw animals&lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 600000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 10 &lt;br /&gt;
}}&lt;br /&gt;
'''Draw animals''' is a [[psychic ritual]] that causes a group of animals to enter the map upon which it is cast, with the risk of them arriving as manhunters.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Triggers either a [[Events#Herd_migration:_.28Animal.29|herd migration]] event or a [[manhunter pack]] event after {{Ticks|2500}} to {{Ticks|7500}} of the ritual's completion.&lt;br /&gt;
** The herd migration event will trigger on any [[biomes]] that has wild animals, even biomes that normally cannot have this event.&lt;br /&gt;
** The manhunter pack event behaves like a normal manhunter pack event. Its [[raid point]] is calculated based on the map's wealth at the time of the ritual's completion.&lt;br /&gt;
** The game will send a letter notifying the player which event will happen when the ritual is finished.&lt;br /&gt;
* The chance for either of the events to be selected is dependent on the ritual's quality - the higher the quality the less chance for the event to be [[manhunter pack]] and the more chance for the event to be [[Events#Herd_migration:_.28Animal.29|herd migration]]. &lt;br /&gt;
** At 100% quality, the chance for a manhunter event to happen is 1%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Manhunter pack chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance for manhunter pack (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Herd migration chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance for herd migration (%)|x=0,75,90,100|y=25,90,95,99}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
It is unlikely that you will get any use out of the Herd Migration effect summoned if you do not deliberately take action to capitalize on it. Merely marking the animals to be hunted by pawns is a bad idea, as migrating animals will enter your tile and move in a straight line towards an exit point, leaving within a few hours if not intercepted. One should have hunters Drafted and actively moved into position to attack the herd, or draw them closer to your traditional defenses.&lt;br /&gt;
&lt;br /&gt;
If used for the purposes of hunting animals for food, while it is ideal for the ritual to be successful, even a failed ritual can be somewhat salvaged. While a majority of Scaria-infected manhunter animals will rot instantly upon death, a number of them will remain fresh for a time, allowing you to butcher them as normal. Depending on your colony wealth, the number of viable corpses after a manhunter raid may well be more then a successful call animals, which is capped to four or five animals.&lt;br /&gt;
&lt;br /&gt;
If used for the purposes of defense, Manhunter swarms at high colony wealth can quite effectively handle quite a wide variety of threats, and will attack any non-downed pawn they come across. This means any traders that visit your tile during the manhunter siege will likely not survive, but manhunters will also attack awake Mechanoids (but not Insectoids), and Entities. Notably, this makes Draw Animals the only Psychic Ritual that can summon something that will attack entities. This may be useful for softening up a Shambler Hoard or Pit Gate's many fleshbeasts prior to moving in yourself.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which draws a distant herd of animals to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters.|&amp;quot;[...] which draws a distant herd of animals to the local area. [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw a distant herd of animals into the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters.|&amp;quot;[...] which will draw a distant herd of animals into the local area. [...]&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=176146</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=176146"/>
		<updated>2026-02-28T12:38:27Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{About|the [[psychic ritual]]|weather event it causes|Blood rain}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Blood rain&lt;br /&gt;
| image = Psychic ritual - Blood rain.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Cast a ritual which causes blood-like psychofluid to fall from the sky. The fluid will slowly drive exposed humans and animals into a berserk frenzy. Traits and psychic sensitivity modulate the effect.&lt;br /&gt;
| research = Blood rain&lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 1500000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
}}&lt;br /&gt;
'''Blood rain''' is a [[psychic ritual]] that causes the [[blood rain]] weather event to start, which inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it, before finally driving them berserk.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.&lt;br /&gt;
&lt;br /&gt;
Colony [[animals]] will retreat indoors and inside their barn to avoid being exposed to blood rain.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down.&lt;br /&gt;
&lt;br /&gt;
Blood rain is a dedicated anti-siege ritual. While it is the single most expensive ritual in terms of bioferrite, and it requires prolonged exposure to the elements that almost no enemy raid types will wait around for, the Siege raid type is the best case scenario for it, involving many enemies standing out for long periods in the weather. Eventually, exposed pawns will reach 100% exposure, causing them to attack all targets around them. This includes animals, causing them to turn Manhunter. Humanoid pawns will lose their bezerk status as soon as the Blood Rage effect wears off, while Manhunter animals will remain as Manhunters until the next time they fall asleep, identically to animals that turn Manhunter from being attacked. &lt;br /&gt;
&lt;br /&gt;
This purpose extends to mechanoid sieges, as well. While mechanoids are entirely unaffected by the blood rain, the ritual turning a portion, possibly even a majority, of the wild animals on your tile into Manhunters will cause them to attack any non-sleeping mechanoids present. Unlike intentionally botching a [[Draw animals]] ritual, Blood Rain is likely to turn half to three quarters of your wildlife population into Manhunters temporarily, while an intentionally failed Draw Animals draws a number of Manhunters based on a colony's total wealth and associated threat points scaling, and which will not calm down overnight, requiring five days until they die off.&lt;br /&gt;
&lt;br /&gt;
It is unwise to perform a Blood Rain against non-siege raids. Not only are they likely to be far too short for the blood rage to build to a beneficial effect, the short term effect of exposure is an increased melee damage factor. The lack of benefits in the short term for ensuring enemy raiders deal more melee damage against your colony is self explanatory.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=175977</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=175977"/>
		<updated>2026-02-26T08:54:51Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{About|the [[psychic ritual]]|weather event it causes|Blood rain}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Blood rain&lt;br /&gt;
| image = Psychic ritual - Blood rain.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Cast a ritual which causes blood-like psychofluid to fall from the sky. The fluid will slowly drive exposed humans and animals into a berserk frenzy. Traits and psychic sensitivity modulate the effect.&lt;br /&gt;
| research = Blood rain&lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 1500000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
}}&lt;br /&gt;
'''Blood rain''' is a [[psychic ritual]] that causes the [[blood rain]] weather event to start, which inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it, before finally driving them berserk.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.&lt;br /&gt;
&lt;br /&gt;
Colony [[animals]] will retreat indoors and inside their barn to avoid being exposed to blood rain.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enranged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down.&lt;br /&gt;
&lt;br /&gt;
Blood rain is a dedicated anti-siege ritual. While it is the single most expensive ritual in terms of bioferrite, and it requires prolonged exposure to the elements that almost no enemy raid types will wait around for, the Siege raid type is the best case scenario for it, involving many enemies standing out for long periods in the weather. Eventually, exposed pawns will reach 100% exposure, causing them to attack all targets around them. This includes animals, causing them to turn Manhunter. Humanoid pawns will lose their bezerk status as soon as the Blood Rage effect wears off, while Manhunter animals will remain as Manhunters until the next time they fall asleep, identically to animals that turn Manhunter from being attacked. &lt;br /&gt;
&lt;br /&gt;
This purpose extends to mechanoid sieges, as well. While mechanoids are entirely unaffected by the blood rain, the ritual turning a portion, possibly even a majority, of the wild animals on your tile into Manhunters will cause them to attack any non-sleeping mechanoids present. Unlike intentionally botching a [[Draw animals]] ritual, Blood Rain is likely to turn half to three quarters of your wildlife population into Manhunters temporarily, while an intentionally failed Draw Animals draws a number of Manhunters based on a colony's total wealth and associated threat points scaling, and which will not calm down overnight, requiring five days until they die off.&lt;br /&gt;
&lt;br /&gt;
It is unwise to perform a Blood Rain against non-siege raids. Not only are they likely to be far too short for the blood rage to build to a beneficial effect, the short term effect of exposure is an increased melee damage factor. The lack of benefits in the short term for ensuring enemy raiders deal more melee damage against your colony is self explanitory.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_animals&amp;diff=175953</id>
		<title>Draw animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_animals&amp;diff=175953"/>
		<updated>2026-02-26T09:16:37Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw animals&lt;br /&gt;
| image = Draw animals.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw a distant herd of animals into the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters.&lt;br /&gt;
| research = Draw animals&lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 600000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 10 &lt;br /&gt;
}}&lt;br /&gt;
'''Draw animals''' is a [[psychic ritual]] that causes a group of animals to enter the map upon which it is cast, with the risk of them arriving as manhunters.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Triggers either a [[Events#Herd_migration:_.28Animal.29|herd migration]] event or a [[manhunter pack]] event after {{Ticks|2500}} to {{Ticks|7500}} of the ritual's completion.&lt;br /&gt;
** The herd migration event will trigger on any [[biomes]] that has wild animals, even biomes that normally cannot have this event.&lt;br /&gt;
** The manhunter pack event behaves like a normal manhunter pack event. Its [[raid point]] is calculated based on the map's wealth at the time of the ritual's completion.&lt;br /&gt;
** The game will send a letter notifying the player which event will happen when the ritual is finished.&lt;br /&gt;
* The chance for either of the events to be selected is dependent on the ritual's quality - the higher the quality the less chance for the event to be [[manhunter pack]] and the more chance for the event to be [[Events#Herd_migration:_.28Animal.29|herd migration]]. &lt;br /&gt;
** At 100% quality, the chance for a manhunter event to happen is 1%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Manhunter pack chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance for manhunter pack (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Herd migration chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance for herd migration (%)|x=0,75,90,100|y=25,90,95,99}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
It is unlikely that you will get any use out of the Herd Migration effect summoned if you do not deliberately take action to capitalize on it. Merely marking the animals to be hunted by pawns is a bad idea, as migrating animals will enter your tile and move in a straight line towards an exit point, leaving within a few hours if not intercepted. One should have hunters Drafted and actively moved into position to attack the herd, or draw them closer to your traditional defenses.&lt;br /&gt;
&lt;br /&gt;
If used for the purposes of hunting animals for food, while it is ideal for the ritual to be successful, even a failed ritual can be somewhat salvaged- While a majority of Scaria-infected manhunter animals will rot instantly upon death, a number of them will remain fresh for a time, allowing you to butcher them as normal. Depending on your colony wealth, the number of viable corpses after a manhunter raid may well be more then a successful call animals, which is capped to four or five animals.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which draws a distant herd of animals to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters.|&amp;quot;[...] which draws a distant herd of animals to the local area. [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw a distant herd of animals into the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract scaria-infected manhunters.|&amp;quot;[...] which will draw a distant herd of animals into the local area. [...]&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175952</id>
		<title>Draw shamblers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175952"/>
		<updated>2026-02-26T07:45:32Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw shamblers&lt;br /&gt;
| image = Draw shamblers.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.&lt;br /&gt;
| research = Draw shamblers &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20 &lt;br /&gt;
}}&lt;br /&gt;
'''Draw shamblers''' is a [[psychic ritual]] that causes a horde of [[shambler]]s to enter the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map, approximately 2-3 hours after the ritual is completed. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers. In addition, shamblers summoned through this method last for 3 days, as opposed to the 24 hours of Death Pall raised shamblers, or the 6 hours of Deadlife Dust raised shamblers. &lt;br /&gt;
&lt;br /&gt;
Non-human entities such as [[Gorehulk]]s can be summoned as shamblers through Draw Shamblers, though it will not unlock the associated research or condex entry for the non-shambler version of that entity.{{Check Tag|Verify|Confirm entities can be discovered prior to their research being unlocked}} {{Check Tag|Details|How exactly are shambler hordes costed}} Shamblers summoned through Draw Shamblers cannot drop bioferrite or shards upon death, unlike shamblers that appear as part of a [[Shambler Assault]] or [[Shambler Swarm]].&lt;br /&gt;
&lt;br /&gt;
This ritual is whitelisted to the Surface layer, and therefore cannot be used in Odyssey space locations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
=== Offensive Use ===&lt;br /&gt;
Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, [[toxic wastepack]] {{BiotechIcon}} dumping, or [[Mechanoid]] bosses {{BiotechIcon}}, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including [[Diabolus]] {{BiotechIcon}} due to shamblers ignoring being set on fire, netting free chips.&lt;br /&gt;
&lt;br /&gt;
Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Use ===&lt;br /&gt;
&lt;br /&gt;
Draw Shamblers is less effective here, due to the delays associated both with completing the ritual, and waiting the hours for the shamblers to actually appear. However, raiders will fight shamblers who arrive late to a raid, assuming their current pawn target becomes unavailable due to moving through a closed door or any other means. However, raiders are unwilling to spend overlong in a raid without an active target pawn they can reach, and will frequently damage walls until they are satisfied with the damage done, or steal valuables left in the open, causing them to flee the raid. &lt;br /&gt;
&lt;br /&gt;
Fleeing raiders will engage with shamblers if they happen to get close to them, but otherwise will ignore them and exit the map at the edges, making it quite possible, even likely, to summon shamblers to deal with raiders, only for the shamblers to arrive well after the raiders stop being a problem, and allowing the shamblers to remain a problem all on their own.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.|&amp;quot;[...] corpses to your area. While they attack any human they see, they will not directly attack your colony. [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.|&amp;quot;[...] corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. [...]&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175946</id>
		<title>Draw shamblers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175946"/>
		<updated>2026-02-26T07:17:26Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw shamblers&lt;br /&gt;
| image = Draw shamblers.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.&lt;br /&gt;
| research = Draw shamblers &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20 &lt;br /&gt;
}}&lt;br /&gt;
'''Draw shamblers''' is a [[psychic ritual]] that causes a horde of [[shambler]]s to enter the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map, approximately 2-3 hours after the ritual is completed. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers. In addition, shamblers summoned through this method last for 3 days, as opposed to the 24 hours of Death Pall raised shamblers, or the 6 hours of Deadlife Dust raised shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
=== Offensive Use ===&lt;br /&gt;
Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, [[toxic wastepack]] {{BiotechIcon}} dumping, or [[Mechanoid]] bosses {{BiotechIcon}}, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including [[Diabolus]] {{BiotechIcon}} due to shamblers ignoring being set on fire, netting free chips.&lt;br /&gt;
&lt;br /&gt;
Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Use ===&lt;br /&gt;
&lt;br /&gt;
Draw Shamblers is less effective here, due to the delays associated both with completing the ritual, and waiting the hours for the shamblers to actually appear. However, raiders will fight shamblers who arrive late to a raid, assuming their current pawn target becomes unavailable due to moving through a closed door or any other means. However, raiders are unwilling to spend overlong in a raid without an active target pawn they can reach, and will frequently damage walls until they are satisfied with the damage done, or steal valuables left in the open, causing them to flee the raid. &lt;br /&gt;
&lt;br /&gt;
Fleeing raiders will engage with shamblers if they happen to get close to them, but otherwise will ignore them and exit the map at the edges, making it quite possible, even likely, to summon shamblers to deal with raiders, only for the shamblers to arrive well after the raiders stop being a problem, and allowing the shamblers to remain a problem all on their own.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.|&amp;quot;[...] corpses to your area. While they attack any human they see, they will not directly attack your colony. [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.|&amp;quot;[...] corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. [...]&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175945</id>
		<title>Draw shamblers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175945"/>
		<updated>2026-02-26T07:08:10Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw shamblers&lt;br /&gt;
| image = Draw shamblers.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.&lt;br /&gt;
| research = Draw shamblers &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20 &lt;br /&gt;
}}&lt;br /&gt;
'''Draw shamblers''' is a [[psychic ritual]] that causes a horde of [[shambler]]s to enter the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map, approximately 2-3 hours after the ritual is completed. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers. In addition, shamblers summoned through this method last for 3 days, as opposed to the 24 hours of Death Pall raised shamblers, or the 6 hours of Deadlife Dust raised shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
=== Offensive Use ===&lt;br /&gt;
Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, [[toxic wastepack]] {{BiotechIcon}} dumping, or [[Mechanoid]] bosses {{BiotechIcon}}, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including [[Diabolus]] {{BiotechIcon}} due to shamblers ignoring being set on fire, netting free chips.&lt;br /&gt;
&lt;br /&gt;
Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.|&amp;quot;[...] corpses to your area. While they attack any human they see, they will not directly attack your colony. [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.|&amp;quot;[...] corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. [...]&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=175944</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=175944"/>
		<updated>2026-02-26T06:50:39Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* 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 = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| psychic sensitivity = 0&lt;br /&gt;
| min comfortable temperature = -60&lt;br /&gt;
| max comfortable temperature = 30&lt;br /&gt;
| minimum containment strength = 25&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Shamblers''' are [[corpse]]s which have been reanimated by archotechnology. They attack relentlessly and are immune to [[pain]], but expire again after a short period of movement. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=General occurrence, when animals vs humans. non raid sources etc}}&lt;br /&gt;
* [[Shambler assault]]&lt;br /&gt;
* [[Shambler swarm]]&lt;br /&gt;
* [[Shambler swarm animals]]&lt;br /&gt;
* [[Deadlife dust]]&lt;br /&gt;
* [[Death pall]]&lt;br /&gt;
* [[Draw Shamblers]]&lt;br /&gt;
&lt;br /&gt;
Missing vital body parts do not prevent a corpse from being raised. The raising process regenerates them instead. &lt;br /&gt;
&lt;br /&gt;
If a human shambler is not a [[Xenotypes|baseliner]] because they have a xenotype {{BiotechIcon}}, the shambler will never spawn as desiccated if they are being spawned for the first time as a shambler.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason = Metric ton of check tags, also description of expiry time, how to check, different times form different sources  maybe images&lt;br /&gt;
&lt;br /&gt;
death refusal prevents shamblering&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Information needing to be verified:&lt;br /&gt;
* What shamblers will and will not attack Entities? Mechanoids? Insectoids? wild/Tamed animals?&lt;br /&gt;
* Are player created shamblers hostile to friendly faction members?&lt;br /&gt;
* Do shamblers utilize body part weapons, or are their combat verbs completely replaced? (E.g: power claws)&lt;br /&gt;
* Do Gorehulk and FLeshbeeast shamblers retain their ranged spines attacks?&lt;br /&gt;
* Are attacks made while shamblers are crawling less effective?&lt;br /&gt;
* What utility items, if any, can shamblers 'utilize'&lt;br /&gt;
&amp;lt;br&amp;gt;integrate hediff effects:&lt;br /&gt;
* Natural Healing Factor: {{Bad|×0%}}&lt;br /&gt;
* Pain Factor: {{Good|×0%}}&lt;br /&gt;
* [[Melee Cooldown (Pawn)]] Factor: {{Bad|×150%}} (66% as fast)&lt;br /&gt;
* [[Psychic Sensitivity]] Factor: {{Bad|×0%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]] Offset: {{---|{{Temperature|60||delta}} }}&lt;br /&gt;
* [[Maximum Comfortable Temperature]] Offset: {{+|{{Temperature|30||delta}} }}&lt;br /&gt;
* [[Minimum Containment Strength]] Offset: {{+|25}}&lt;br /&gt;
* [[Toxic Resistance]] Offset: {{+|100%}}&lt;br /&gt;
* [[Talking]] Post Factor: {{Bad|×0%}}&lt;br /&gt;
* [[Consciousness]] Post Factor: {{Bad|×70%}}&lt;br /&gt;
}}&lt;br /&gt;
Shamblers are creatures who are reanimated from death. &lt;br /&gt;
&lt;br /&gt;
Any creature other than [[ghoul]]s and [[mechanoids]] can be reanimated into a shambler, however most shamblers that spawn will be humanoid. &lt;br /&gt;
&lt;br /&gt;
Spawned shamblers will be hostile to any living humanoids they encounter, while shamblers created by the player action, such as from [[deadlife shell]]s will not be hostile to colonists. Only hostile shamblers can be captured; shamblers that are allied to the player faction cannot be given the order to contain them.&lt;br /&gt;
&lt;br /&gt;
In combat, they act and fight largely as though they are unarmed pawns of the type they were when alive, assuming they retain the relevant body parts for the attacks in question, however they feel no [[pain]]. Human shamblers still display the skills they had in life. Traits such as [[tough]] and [[nimble]] still apply their respective bonuses, as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]], [[boomrat]], and [[toxalope]]{{BiotechIcon}} shamblers do not explode when killed. [[Chimera]]s ''do'' retain their Rage Speed ability, and shambler [[noctol]]s keep their light exposure weakness.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Until this section can be verified it can sit in a comment&lt;br /&gt;
&lt;br /&gt;
Some{{Check Tag|Which?|Check all and note specifically which work and dont}} [[utility]] items can be fired while equipped by a shambler if the specific utility item trigger is met: [[shield belt]]s are always active, [[firefoam pop pack]]s trigger near fire, [[tox pack]]s{{BiotechIcon}} trigger in melee, [[low-shield pack]]s{{RoyaltyIcon}} trigger when receiving ranged damage, and [[smokepop pack]]s trigger when receiving turret{{Check Tag|Turret only?}} damage. --&amp;gt;&lt;br /&gt;
Human shamblers can still crawl, but unlike raiders or colonists, they can still attack while crawling.&lt;br /&gt;
&lt;br /&gt;
Shamblers can get [[heatstroke]] and [[hypothermia]], and have [[heart attack]]s, but feel no pain. Human shamblers without 100% [[Toxic Environment Resistance]] suffer from [[tox gas]]{{BiotechIcon}} but not [[toxic buildup]]{{BiotechIcon}} or [[rot stink]].{{BiotechIcon}} All shamblers are [[psychic sensitivity|psychically deaf]], they can be teleported around with the [[skip]] psycast{{RoyaltyIcon}} but are otherwise immune to psychic crowd control.&lt;br /&gt;
&lt;br /&gt;
Upon dying, the shambler's corpse will be rotting regardless of whether it was fresh beforehand, and usually at low HP. Shamblers that are part of a raid have a chance to drop [[bioferrite]] or a [[shard]] upon death, with the chances for a shard increasing at higher raid points. &amp;lt;!--For the love of the fucking cube don't check tag this with 'needs specifics', AFAIK the bioferrite drop chances are not listed anywhere on-wiki and the shard article already covers its drop rate. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Unless sent as a raid, Shamblers will only attack if a pawn enters sight range of them. This means that they can be treated much as you would treat a [[mech cluster]] {{RoyaltyIcon}}: you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The [[Draw shamblers]] ritual, a [[creepjoiner]] with the shambler overlord ability, [[deadlife pack]]s, [[deadlife shell]]s, and [[IED deadlife trap]]s in strategically positioned corpse stockpiles are potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Most Shamblers move at a slower speed than a healthy equivalent - hence the name.  They are only capable of melee attacks, but are fairly durable as they are not downed by pain or psychic-related effects.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
Animal and Entity Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Individual Shamblers and Shambler Swarms that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. &lt;br /&gt;
&lt;br /&gt;
Shambler ''Assaults'', however, are a lot more dangerous than their roaming counterparts - instead of staying roughly in the same place and giving you the choice to interact with them, they come to '''you.'''&lt;br /&gt;
&lt;br /&gt;
Each individual shambler has a rather low raid point value (meaning many are spawned at once) and some Shamblers have extremely high natural melee stats or melee/toughness boosting genomes with pain immunity '''and''' hordes can come from more then one direction '''AND''' Shamblers effectively ignore your typical raid defenses! &lt;br /&gt;
&lt;br /&gt;
Even a fully kitted mid-late game colony can find their base overwhelmed by 40+ breaching Shamblers of varying strength - not to mention the mood debuffs from rotting corpses, injuries and rot stink you'll deal with before and after fighting them. &lt;br /&gt;
&lt;br /&gt;
For massive groups of Shamblers, either call in your allies over the Comms console, ready your friendly mechs, or bring out your trusty bioferrite flame weaponry to sear the onslaught before they completely overwhelm you - don't be afraid to camp their makeshift entry point with groups of combatants to stop them from getting deeper into your base - waiting them out is NOT a viable option unless you have multi-thick layers of non-wooden walls.&lt;br /&gt;
&lt;br /&gt;
As a cherry on top, shambler hordes often drop a highly sought-after Archotech shard - if defeated by combat and not expiration, making them useful even from a resource perspective.&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
The shamblers' strength is yours to harness: Using the associated psychic ritual [[Draw shamblers]] or [[deadlife dust]], a horde can be set out as a cheap yet crushing counter offense to the uncoordinated raids the storytellers might send you. &lt;br /&gt;
&lt;br /&gt;
Large Shambler swarms can easily overwhelm pesky human and (activated) mechanoid siege raids, at least to the point where either the mortar is destroyed, or the raiders decide to attack directly, or are entirely wiped out. &lt;br /&gt;
&lt;br /&gt;
Boss Mechanoids are also nearly entirely cheesed by their nature as ranged focused enemies - as you get the notification that the boss has arrived, simply close off direct access to your colony and start the ritual (Mech bosses give you prep time before their attack). &lt;br /&gt;
&lt;br /&gt;
With a bit of luck, you'll have the boss swarmed (or at the very least distracted) by 20 or so shamblers, enough for a colony to either decide to go out and pile on ranged attacks, or reopen access to the colony and pick off the injured mech boss. &lt;br /&gt;
&lt;br /&gt;
You can even use the swarm to exhaust the battle hungry [[Nociosphere]]. While it may teleport around trying to kite the horde, their immunity to its pain pulse allows them to creep onto it, locking it into a fury of melee attacks, often taking chunks of health of the Nociosphere or outright killing it.&lt;br /&gt;
&lt;br /&gt;
An equally battle hungry colony might consider staking out a particularly dangerous outpost or hostile faction base - using the ritual as a cultist-style assault!&lt;br /&gt;
&lt;br /&gt;
As they say on the rim: Fear the dead, or Fear by the dead. &lt;br /&gt;
&lt;br /&gt;
=== Containment and farming ===&lt;br /&gt;
&lt;br /&gt;
Note: Shamblers mentioned are assumed to be base human shamblers unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely. &lt;br /&gt;
&lt;br /&gt;
That being said, capturing a significant number is challenging, as &amp;quot;downed&amp;quot; humanoid shamblers will not stay still to be captured at your convenience and will continue attacking as long as their movement remains above 1%, effectively allowing them to threaten your pawns as long as they live; unless you have a large colony or intricate set up, capturing more than a couple of shamblers per horde is challenging.&lt;br /&gt;
&lt;br /&gt;
Don't be deceived, Shamblers that are in the process of reviving have a tiny window of them being on the ground as &amp;quot;capturable&amp;quot; but not yet active and hostile. Don't fall for their rotten trick - they tend to revive in the hands of the captor as they are being chained to a holding spot.{{Check Tag|Verify Paragraph Content}} &lt;br /&gt;
&lt;br /&gt;
On the flip side, non-humanoid Shamblers are usually found in smaller groups and do not continue fighting once downed, allowing them to be more easily captured and farmed. Additionally as bioferrite production scales to body size, they can provide increased amounts for their actual difficulty in downing and capturing. That being said, a colony should only consider farming shamblers for bioferrite and research when it has no other option.&lt;br /&gt;
&lt;br /&gt;
Human Shamblers are by far the worst anomaly to farm from in containment for any reason. They only provide a middling ~1 basic research every 2 days; only generate 1 bioferrite a day; only produce 200 watts from a electroharvester; '''don't''' recover from injuries - making them eventually succumb to burn damage dealt by the electroharvester or re-containment efforts. &lt;br /&gt;
&lt;br /&gt;
As a rotten cherry on top - although not stated by the game and contrary to the mentioned hediff effects, '''human shamblers recover lost limbs soon after containment.''' Just like [ghouls] - so you can't even create a low maintenance system using crippled/legless shamblers! &lt;br /&gt;
&lt;br /&gt;
Their only merit is their low containment requirement, and that [[paralytic abasia]] is not cured when raised as a shambler. Therefore unaccepted crashlanded humans/animals with paralytic abasia who died and are reanimated can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}} &lt;br /&gt;
&lt;br /&gt;
That being said, avoid dealing with shamblers in the context of containment and focus on their offensive potential. Unless you are absolutely desperate for sweet sweet bioferrite or need research points for a [[disruptor flare pack]] to stop a stalking revenant.&lt;br /&gt;
&lt;br /&gt;
=== Removing luciferium need ===&lt;br /&gt;
Turning a pawn into a shambler is the only way to remove luciferium need. See the [[Luciferium#Removing_luciferium_need|relevant section]] of the luciferium article for more information.&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>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deadlife_dust&amp;diff=175943</id>
		<title>Deadlife dust</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deadlife_dust&amp;diff=175943"/>
		<updated>2026-02-26T06:35:34Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= Wheb friendly? duration? differences to pall etc. interlinking}}&lt;br /&gt;
{{About|the gas itself|the [[research]] of the same name that allows you to manufacture ways to create it|Research#Deadlife dust{{!}}Deadlife dust}}&lt;br /&gt;
'''Deadlife dust''' is a [[gas]] released by various objects and abilities that reanimates any non-[[ghoul]], non-[[mechanoid]] [[corpse]]s within as [[shambler]]s. Shamblers created through deadlife dust will usually only fight for [[player factions]], however shamblers made by a [[Gray statue]] will be hostile. The effect is similar to [[death pall]]. Shamblers raised by Deadlife Dust have an expiration timer of 6 hours, as opposed to the 4 days of shamblers spawned in other ways. Corpses being revived will play an animation of them thrashing back and forth as black bile oozes onto the ground. After a short time{{Check Tag|How long?|Ideally extract ticks from the gamecode}} the shambler will rise ready for combat. &lt;br /&gt;
&lt;br /&gt;
Unlike death pall, organic corpses in [[grave]]s and [[sarcophagi]] will be released to rise as shamblers if the grave or sarcophagus is exposed to deadlife dust. The [[Corpse#Rotten corpses|decay level]] of the corpse, or the type of organic pawn it was in life has no effect on whether it can successfully exit the grave or sarcophagus. Corpses in [[gibbet cage]]s{{IdeologyIcon}} will not be raised by deadlife dust.&lt;br /&gt;
&lt;br /&gt;
Once the dust wears off, shamblers drop to the ground as shambler corpses and can immediately be reanimated with more deadlife dust. Friendly shamblers revived by way of shells, packs, or traps cannot be Captured for study or to preserve their limited lifespan; this is because they are assigned to the player faction when raised, and only pawns assigned to the Dark Entities faction can be assigned to Containment Spots or Containment Platforms.&lt;br /&gt;
&lt;br /&gt;
Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions. Dust can go through open [[vent]]s however. Also note the AoE of all deadlife dust sources is inconsistent, and it may extend beyond the nominal borders.&lt;br /&gt;
&lt;br /&gt;
== Causes ==&lt;br /&gt;
The following are sources of deadlife dust:&lt;br /&gt;
* [[Deadlife shell]]&lt;br /&gt;
* [[Deadlife pack]]&lt;br /&gt;
* [[IED deadlife trap]]&lt;br /&gt;
* [[Creepjoiner#Release deadlife dust|Release deadlife dust]] ability&lt;br /&gt;
* [[Gray statue]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
 {{stub|section=2|reason=Uses, management, strategies?}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;br /&gt;
* [[Version/1.5.4104]] - Fix: Deadlife shamblers opening doors.&lt;br /&gt;
* [[Version/1.5.4241]] - Fix: Deadlife shamblers appearing on schedule.&lt;br /&gt;
* [[Version/1.6.4518]] - Reduced the radius of deadlife IED traps. Fix: Deadlife dust not resetting shambler lifespan if Biotech not enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gas]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Death_pall&amp;diff=175942</id>
		<title>Death pall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Death_pall&amp;diff=175942"/>
		<updated>2026-02-26T06:47:38Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
[[File:Deathpall.png|72px|right]]&lt;br /&gt;
'''Death palls''' are an [[entity]] and [[weather]] event added by the [[Anomaly DLC]] that causes corpses exposed to it to be raised as [[shambler]]s. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Death pall is an entity event that reanimates the dead. It can be triggered by performing the Void Provocation ritual, or it can occur as a Major Threat. Unlike Grey Pall, its arrival is signified by a red event box.&lt;br /&gt;
&lt;br /&gt;
This event cannot fire before day 15, and once fired, can only fire again after 30 days.{{Check Tag|Provoked?|Are these two limits only with natural spawns or does it also prevent it spawning with provocation}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Death pall will fall over the map tile for 1-3 days, and resurrect any non-[[mechanoid]] [[corpse]]s which are not indoors and under a [[roof]] as [[Shambler]]s. This includes corpses that have already risen as Shamblers and have died for any reason, including metabolic exhaustion. Corpses will not reanimate during a Death pall if they are burnt or otherwise destroyed. Shamblers raised by Death Pall will be reanimated for 24 hours.&lt;br /&gt;
&lt;br /&gt;
Death pall can reanimate any and all corpses, including entities, desiccated corpses, and corpses missing vital [[body part]]s or organs (such as the head, torso or [[heart]]).  Reanimated corpses will regenerate vital body parts, but non-vital body parts such as eyes/arms/etc will stay damaged/destroyed.&lt;br /&gt;
&lt;br /&gt;
Death Pall blocks standard weather transitions. While Death Pall is active rain will not occur to put out fires.&lt;br /&gt;
&lt;br /&gt;
[[Grave]]s, [[sarcophagi]], [[Transport pod]]s, [[gibbet cage]]s{{IdeologyIcon}} and [[Passenger shuttle]]s{{OdysseyIcon}} will prevent their occupants rising from a death pall, however [[shelves]] will not.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The only threat Death pall serves to your colony is the creation of shamblers, in the form of [[human]]oid and [[animal]] corpses. [[Megasloth]]s, [[Timber wolf|Timber wolves]], [[Thrumbo]]s and other dangerous animals can be bought back from the dead as aggressive shamblers if left outdoors. It is best to butcher or burn corpses which are laying around outdoors, in order to prevent any accidental shambler creation.&lt;br /&gt;
&lt;br /&gt;
An alternate tactic could be to leave corpses outside of your base, in order for them to rise during the Death pall and attack your enemies. However, this will leave your base surrounded by shamblers that will also be aggressive to you.&lt;br /&gt;
&lt;br /&gt;
A corpse simply being under a roof ''will not'' prevent it from reanimating during a death pall. To prevent reanimation, a corpse must be under a roof ''and'' inside a fully enclosed room. Corpses that are under a roof outdoors, or are not under a roof indoors will still reanimate. The room containing the corpse does not have to be entirely roofed - reanimation will not occur as long as it is enclosed and the corpse itself is under a roof tile.&lt;br /&gt;
&lt;br /&gt;
Corpses that are being butchered at a [[Butcher table]] or [[Butcher spot]] located outside will reanimate during a death pall.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Short_bow&amp;diff=175941</id>
		<title>Short bow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Short_bow&amp;diff=175941"/>
		<updated>2026-02-26T06:27:14Z</updated>

		<summary type="html">&lt;p&gt;SirBojangles: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Short bow&lt;br /&gt;
| image = ShortBow.png&lt;br /&gt;
| description = A simple short selfbow made from a single piece of wood.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| damage = 11&lt;br /&gt;
| damage type = Arrow&lt;br /&gt;
| armorPenetration = 16&lt;br /&gt;
| range = 22.9&lt;br /&gt;
| accuracyTouch = 75&lt;br /&gt;
| accuracyShort = 65&lt;br /&gt;
| accuracyMedium = 45&lt;br /&gt;
| accuracyLong = 25&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 81&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 44&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Fueled smithy&lt;br /&gt;
| production facility 3 = Electric smithy&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| marketvalue = 45&lt;br /&gt;
| mass base = 0.8&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 2400&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Neolithic, NeolithicRangedBasic&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''short bow''' is a very light, single-shot ranged [[weapon]] in RimWorld which deals a moderate amount of damage per shot; slightly longer time between shots; slightly shorter range and moderate accuracy.}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, short bows can be [[trade|purchased]] from neolithic war merchants and orbital combat suppliers, tribal and outlander [[faction base]]s, and obtained from the following [[raider#human|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribes#Archer|Archer]] || 92.27% || Poor || 50-180%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You also start with two short bows in the [[Scenario_system#Lost_Tribe|Lost Tribe scenario]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason= Version 1.6 buffed pila. Content here needs to be reassessed.}}&lt;br /&gt;
Short bows are one of the easiest ranged weapons to create, so are an important item for the Lost Tribe and Naked Brutality [[scenario]]s. A [[crafting spot]] can be created almost anywhere, instantly, and wood is typically not hard to find. Any ranged weapon at all allows you to safely hunt animals; even 0% manhunter animals will retaliate in melee combat, but not at range. Despite conventional wisdom, no type of bow is any stealthier then any ranged weapon: A missed shot of any kind, be it from a short bow or a firearm, will alert the target in exactly the same way. Any weapon at all also gives a basic defense against hostile wildlife and raiders.&lt;br /&gt;
&lt;br /&gt;
As they are so cheap, they aren't great as actual weapons. Short bows have the 3rd lowest {{DPS}} of all player-craftable ranged weapons in the game, ahead of only the [[pila]] and [[incendiary launcher]]. Other weaknesses include low accuracy and inability to stagger [[human]]s, something all other neolithic options can do. The short bow is best suited for close-quarters engagements due to its high close accuracy and slow projectile velocity.&lt;br /&gt;
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Naturally, a short bow will be significantly overshadowed in terms of combat performance by even the most basic of firearms such as [[autopistol]]s and [[revolver]]s. Two short bows are roughly equal to one of the aforementioned firearms. New Tribes also begin with the [[recurve bow]] researched, offering an immediate upgrade, assuming someone has a [[Crafting]] skill of {{Q|Recurve bow|Skill 1 Level}} or more. Replacing the short bow with better ranged options should thus be your second priority, only after making sure everyone has a weapon of any kind.&lt;br /&gt;
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=== Stats ===&lt;br /&gt;
Against an unarmored human, a short bow can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~28.35 seconds average) to incapacitate that human from pain shock.&lt;br /&gt;
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Overall, the short bow is best paired with a careful shooter until level 9, and with a trigger-happy shooter beyond that point.&lt;br /&gt;
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{{Weapon Stats Table}}&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Added&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Received a new texture.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
ShortBow Old.png|Texture prior to 1.5&lt;br /&gt;
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{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Bows]]&lt;/div&gt;</summary>
		<author><name>SirBojangles</name></author>
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