Difference between revisions of "Twisted obelisk"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
{{Spoiler}}
{{Recode|reason=Missing infobox}}
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{{Infobox main|entity
{{Infobox main<!-- Add infobox category here -->
 
 
| name = Twisted obelisk
 
| name = Twisted obelisk
 
| image = Twisted obelisk.png
 
| image = Twisted obelisk.png
 +
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.<br/>You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.<br />You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.
 +
<!-- Base Stats -->
 +
| type = Entity
 +
| type2 = Advanced
 +
| hp = 3000
 +
| flammability = 0
 +
<!-- Meditation -->
 +
| meditation psyfocus bonus = 0.24
 +
| focus type = Void
 +
<!-- Activity -->
 +
| starting range = 0.2~0.4
 +
| change per day base = 0.2
 +
| change per damage = 0.001
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| warning = 0.9
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| activity worker class = ObeliskActivityWorker
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| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)
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<!-- Containment - Studiable -->
 +
| anomaly knowledge = 2
 +
| knowledge category = Advanced
 +
| study interval = 120000
 +
| min monolith level for study = 1
 +
| study enabled by default = false
 +
| show toggle gizmo = true
 +
| can be activity deactivated = true
 +
<!-- Building -->
 +
| size = 3 × 3
 +
| passability = impassable
 +
| paintable = false
 +
| deconstructible = false
 +
| claimable = false
 +
| destroyyield = {{Icon Small|Shard|24|1}}
 +
| cover = 1
 +
<!-- Technical -->
 +
| defName = WarpedObelisk_Mutator
 +
| label = twisted obelisk
 
}}
 
}}
 
 
The '''twisted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.
 
The '''twisted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.
  
 
== Occurrence ==
 
== Occurrence ==
The twisted obelisk can spawn in the map as a random anomaly event.
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{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}
 +
The twisted obelisk can spawn in the map as a Major Threat.
  
 
== Summary ==  
 
== Summary ==  
Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. Even suppressed, there is a chance{{Check Tag|?|What is the % chance? Is it based on the level of suppression?}} that it will give a nearby pawn a fleshmass mutation, causing them to lose blood and have a limb or organ replaced by a fleshmass version. This can also replace missing limbs and organs. After sufficient study, You can deliberately cause this to happen to any of your colonists with a cooldown of 5 days.
+
Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers an event or mutation. The chance of this event occurring is on average, once every 24 hours of either suppression or study.  
Reaching 100% severity through any means, causes [[Wildlife|wildlife]] in the area to turn into hostile fleshbeast. The obelisk will then explode.{{Check Tag|Detail|Radius, Damage, Damage type, any left over flames, debris or resource}} Tamed and allied animals remain unaffected.
+
 
 +
There are 6 possible occurrences and one is selected randomly when the obelisk is triggered:
  
Possible Fleshmass mutations include:
 
 
* [[Flesh whip]] (arm): Provides a {{Q|Flesh whip|Attack 1 Damage}} damage, {{Q|Flesh whip|Attack 1 AP}}% {{AP}}, {{Q|Flesh whip|MeleeDPS}} {{DPS}} [[{{Q|Flesh whip|Attack 1 Type}}]] attack and -1 [[Beauty (Pawn)|Beauty]], 30 HP
 
* [[Flesh whip]] (arm): Provides a {{Q|Flesh whip|Attack 1 Damage}} damage, {{Q|Flesh whip|Attack 1 AP}}% {{AP}}, {{Q|Flesh whip|MeleeDPS}} {{DPS}} [[{{Q|Flesh whip|Attack 1 Type}}]] attack and -1 [[Beauty (Pawn)|Beauty]], 30 HP
 
* [[Flesh tentacle]] (arm): 120% Part Efficiency, -1 [[Beauty (Pawn)|Beauty]], 27 HP
 
* [[Flesh tentacle]] (arm): 120% Part Efficiency, -1 [[Beauty (Pawn)|Beauty]], 27 HP
 
* [[Fleshmass lung]] (lung): +6% [[Pain]], +30% Toxic Environment Resistance, Immunity to Lung Rot and Asthma.
 
* [[Fleshmass lung]] (lung): +6% [[Pain]], +30% Toxic Environment Resistance, Immunity to Lung Rot and Asthma.
 
* [[Fleshmass stomach]] (stomach) +8% Pain, 0% Food Poisoning chance Factor.
 
* [[Fleshmass stomach]] (stomach) +8% Pain, 0% Food Poisoning chance Factor.
 +
* Turn a nearby tree into a [[Harbinger tree]]
 +
* Turn a nearby animal into a [[Fleshbeast]]
 +
 +
The mutations target the person studying or suppressing the obelisk and can replace missing limbs and organs. After sufficient study, you can deliberately cause one of first four options. The deliberate options has a cooldown of 5 days. The new Flesh part cannot replace an artificial part. If an artificial part is chosen as the target the obelisk trigger will fail. The obelisk will still go on cooldown if it targeted an artificial part and failed.
 +
 +
Reaching 100% severity through any means, causes the obelisk to explode, drop a [[Shard]], and some [[Wildlife|wildlife]] in the area to turn into hostile fleshbeast. The amount of Wildlife that turns into Fleshbeasts is based on Raid Points. At low raid points only a few animals may transform. If there are insufficient animals, fleshbeasts will emerge from the ground.
 +
 +
The obelisk will then explode.{{Check Tag|Detail|Radius, Damage, Damage type, any left over flames, debris or resource}} Tamed and allied animals remain unaffected.
  
 
Attempting to remove the new body part afterwards will cause the removed part to turn into a hostile fleshbeast.
 
Attempting to remove the new body part afterwards will cause the removed part to turn into a hostile fleshbeast.
 
There is also a random chance during study that the obelisk will turn a nearby tree into a [[Harbinger tree]] or an animal into a [[Fleshbeast]]. Besides this, there is a small chance of failure to mutate, which will result in 5 day cooldown without any other penalties. Trying to mutate a colonist that has already replaced all the possible parts (whether with Fleshmass organs or any [[Artificial body parts]] will also result in failure.
 
  
 
== Analysis ==
 
== Analysis ==
 
In terms of effectiveness, Fleshmass limbs and organs are typically inferior to Bionic or Detoxifer{{BiotechIcon}} parts that can be crafted, the exception being the Flesh whip, which has a slightly better dps than the Elbow Blade. However, they are effectively free upgrades, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Lungs and Stomach might even make them preferable to Detoxifier Lungs and Bionic Stomach, respectively.
 
In terms of effectiveness, Fleshmass limbs and organs are typically inferior to Bionic or Detoxifer{{BiotechIcon}} parts that can be crafted, the exception being the Flesh whip, which has a slightly better dps than the Elbow Blade. However, they are effectively free upgrades, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Lungs and Stomach might even make them preferable to Detoxifier Lungs and Bionic Stomach, respectively.
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 +
== Trivia ==
 +
* Possibly a reference to the Markers from dead space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
  
== Trivia ==
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{{Nav|entity|wide}}
* Possibly a reference to the Markers from dead space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs
 
 
 
 
[[Category: Entities]]
 
[[Category: Entities]]

Latest revision as of 23:34, 27 September 2024

Twisted obelisk

Twisted obelisk

A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.
You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.
You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.

Base Stats

Type
EntityAdvanced
HP
3000
Flammability
0%

Building

Size
3 × 3
Passability
impassable
Cover Effectiveness
75%
Destroy yield
Shard 1

Containment

Knowledge Gain
2 Advanced
Study Interval
120,000 ticks (2 in-game days)
Min Monolith Level
1
Technical
defName
WarpedObelisk_Mutator


The twisted obelisk is one of three Obelisks that can appear in the Anomaly DLC. It is able to give your pawns fleshmass mutations.

Occurrence[edit]

The twisted obelisk can spawn in the map as a Major Threat.

Summary[edit]

Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers an event or mutation. The chance of this event occurring is on average, once every 24 hours of either suppression or study.

There are 6 possible occurrences and one is selected randomly when the obelisk is triggered:

The mutations target the person studying or suppressing the obelisk and can replace missing limbs and organs. After sufficient study, you can deliberately cause one of first four options. The deliberate options has a cooldown of 5 days. The new Flesh part cannot replace an artificial part. If an artificial part is chosen as the target the obelisk trigger will fail. The obelisk will still go on cooldown if it targeted an artificial part and failed.

Reaching 100% severity through any means, causes the obelisk to explode, drop a Shard, and some wildlife in the area to turn into hostile fleshbeast. The amount of Wildlife that turns into Fleshbeasts is based on Raid Points. At low raid points only a few animals may transform. If there are insufficient animals, fleshbeasts will emerge from the ground.

The obelisk will then explode.[Detail] Tamed and allied animals remain unaffected.

Attempting to remove the new body part afterwards will cause the removed part to turn into a hostile fleshbeast.

Analysis[edit]

In terms of effectiveness, Fleshmass limbs and organs are typically inferior to Bionic or DetoxiferContent added by the Biotech DLC parts that can be crafted, the exception being the Flesh whip, which has a slightly better dps than the Elbow Blade. However, they are effectively free upgrades, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Lungs and Stomach might even make them preferable to Detoxifier Lungs and Bionic Stomach, respectively.

Trivia[edit]

  • Possibly a reference to the Markers from dead space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs

Version history[edit]