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===Noble Wimp===
 
===Noble Wimp===
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. <!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 -->
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{{RoyaltyIcon}} A high-ranking [[noble]] is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. <!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 -->
  
 
When accepting this quest:
 
When accepting this quest:
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.
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*An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].
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*After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].
  
 
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.
 
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.
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'''Notes:'''
 
'''Notes:'''
 
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.
 
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break|prison breaks]] and fleeing raiders
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* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison breaks]] and fleeing raiders
  
 
==Work Site==
 
==Work Site==
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* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.
 
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.
 
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.
 
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.
 
= Anomaly =
 
{{Anomaly|section=1}}
 
{{Stub|section=1|reason=Update with other Anomaly quests.}}
 
 
== Mysterious cargo ==
 
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.
 
 
A faction is asking permission to dump a dangerous item onto your map.
 
 
When accepting this quest, ''one'' of three items will be dropped:
 
* A [[unnatural corpse]],
 
* A [[revenant spine]], or
 
* A [[golden cube]].
 
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands.
 
 
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell.
 
 
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.
 
 
== Distress signal ==
 
You've intercepted a distress signal from a nearby camp of a faction.
 
 
Upon reaching the camp, you will find it overrun with [[Fingerspike]], [[Toughspike]], and [[Trispike]]. Members of the calling faction are usually dead, but may be alive.{{Check Tag|Chance unknown.}}
 
The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well.
 
 
This quest can generate even if the Monolith has not been activated.
 
  
 
=Endgame=
 
=Endgame=
 
{{Spoiler}}
 
{{Spoiler}}
 
{{Main|Endings}}
 
{{Main|Endings}}
There are 4 distinct ways to see the credits screen:
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There are 3 distinct ways to see the credits screen:
 
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]
 
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]
 
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}
 
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}
 
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}
 
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}
 
  
 
==Ship to the Stars==
 
==Ship to the Stars==
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Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).
 
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).
 
==Anomaly Monolith==
 
{{Main|Endings#The_Void}}
 
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.
 
 
'''Entity Codex''':
 
{{Main|Anomaly_(DLC)#Entities}}
 
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.
 
 
'''Activated Monolith/Void Onslaught.''':
 
 
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.
 
 
'''Ending''':
 
 
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void.
 
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}
 
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.
 
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels
 
*Both endings will cause the monolith to crumble, and kill all entities on the map.
 
  
 
=Version history=
 
=Version history=
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* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
 
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
 
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.
 
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.
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* [[Version/1.4.3523|1.4.3523]] - Beggar quest asks for max 700 market value items.
 
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark.  
 
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark.  
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the "give up and exit" mental break.
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the "give up and exit" mental break.

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