Difference between revisions of "Corrupted obelisk"

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{{Anomaly}}
 
{{Anomaly}}
{{Stub}}
 
 
{{Spoiler}}
 
{{Spoiler}}
{{rwbox
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{{Infobox main|entity
|nocat=true
 
|type=warning
 
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
 
{{Infobox main<!-- Add infobox category here -->
 
 
 
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
 
 
 
 
| name = Corrupted obelisk
 
| name = Corrupted obelisk
 +
| image = Corrupted 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
 +
| warning = 0.9
 +
| activity worker class = ObeliskActivityWorker
 +
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)
 +
<!-- 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 -->
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| defName = WarpedObelisk_Duplicator
 +
| label = corrupted obelisk
 
}}
 
}}
  
INTRO TEXT
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The '''Corrupted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.
  
== Acquisition ==
+
== Occurrence ==
The corrupted 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 corrupted obelisk can spawn in the map as a Major Threat.
  
 
== Summary ==  
 
== Summary ==  
The Corrupt Obelisk <small>also referred to as the "Duplicator"</small> has a chance to spawn at any point after activating the Void monolith.
+
Like all Obelisks, the Corrupted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers a cloning event. The chance of this event occurring is on average, once every 24 hours of either suppression or study.
 +
 
 +
There are 4 possible occurrences and one is selected randomly when the obelisk is triggered:
 +
 
 +
* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!
 +
 
 +
* Cloned colonist with '''Multiple Organ Decay:''' Several of the duplicate's vital organs have "Organ decay", which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.
 +
 
 +
* Cloned colonist with '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners and Healer Mech Serum.
 +
 
 +
* Cloned colonist with '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days the condition becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures for Crumbling Mind: [[healer mech serum]]; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with [[resurrector mech serum]] or death refusal. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found. Once the condition progresses to Crumbled Mind, it cannot be cured.
 +
 
 +
The duplicated colonist will have identical mood thoughts, [[Ideoligion]]{{IdeologyIcon}}, injuries, and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}}), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers).
 +
 
 +
Notably, no social opinions are copied to the duplicate, not even familial relationships. There is also no special relationship between the original and duplicate.
  
* You have 2 initial options when you encounter the Obelisk in your world: study or suppress.
+
If the Activity Level of the Corrupted Obelisk reaches 100% it will explode, dropping a [[Shard]] and causing hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.
<small>(auto-suppress is not on by default it can be activated by clicking the obelisk and setting the hand on the activity meter to a green check.)</small>
 
  
* When a Corrupt Obelisk explodes, it will cause hostile duplicates to spawn all around your colonists. Failure to suppress the obelisk before it reaches 100% or Attacking it will cause the obelisk to explode.
+
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).
  
* When a colonist interacts with the obelisk <small>(studying/suppressing)</small> there is a chance a duplicate of the colonist will be created. the duplicated colonist will be identical in every way, including current mood thoughts, social opinions, and any ongoing illnesses or drug effects, but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. (the higher the activity, the higher the chance.)
+
{| class="wikitable"
 +
|-
 +
!Graph || Raid points || Cost of each duplicate
 +
|-
 +
| rowspan="5" | {{GraphChart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style="text-align:right" | 35 || style="text-align:right" | 50
 +
|-
 +
| style="text-align:right" | 500 || style="text-align:right" | 50
 +
|-
 +
| style="text-align:right" | 1,000 || style="text-align:right" | 100
 +
|-
 +
| style="text-align:right" | 5,000 || style="text-align:right" | 200
 +
|-
 +
| style="text-align:right" | 10,000 || style="text-align:right" | 200
 +
|} 
  
* after 10 Anomaly research at the obelisk a duplication button will appear. (30 day cooldown)
+
{| class="wikitable"
 +
|-
 +
!Raid points || Total duplicates
 +
|-
 +
| style="text-align:right" | 35 || style="text-align:right" | 1
 +
|-
 +
| style="text-align:right" | 167 || style="text-align:right" | 3
 +
|-
 +
| style="text-align:right" | 500 || style="text-align:right" | 6
 +
|-
 +
| style="text-align:right" | 1000 || style="text-align:right" | 6
 +
|-
 +
| style="text-align:right" | 2000 || style="text-align:right" | 10
 +
|-
 +
| style="text-align:right" | 5000 || style="text-align:right" | 15
 +
|-
 +
| style="text-align:right" | 9667 || style="text-align:right" | 30
 +
|}
  
When the corrupted obelisk is triggered a duplicate is made of the interactor with ''one'' of the following conditions:
+
After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 [[Shard]]s to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.
  
* Hostile Duplicate:
+
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.
The duplicate is hostile and will immediately attack. The Stronger your colonist the stronger your foe.
 
Can be Captured and recruited!
 
 
 
* Multiple Organ Decay:
 
Has decayed organs that need to be replaced.
 
Known Cure: Replace Organs
 
 
 
* Lower Consciousness:
 
Both the original and the duplicate suffer from lowered consciousness, Gets worse over the course of a few days.
 
Known Cure: Terminate one of the two.
 
 
 
* Crumbling Mind:
 
The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days becomes permanent and incurable.
 
Known Cure: Healer mech Serum
 
 
[[Creepy joiner]]s cannot be duplicated, and will instead show a message to that effect.
 
  
 
== Analysis ==
 
== Analysis ==
ANALYSIS TEXT
+
With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a [[psylink]]{{RoyaltyIcon}}, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a [[Psychic shock lance]] or [[Shard shock lance]] if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn.
 +
 
 +
One way to reliably get a hostile duplicate captured is to do this:
 +
1. Make the colonist you are duplicating take go juice.
 +
2. wait 10~ hours until only around 6 hours of go juice is left.
 +
3. duplicate colonist.
 +
4. have you pawns punch the duplicate until it reaches more than 10% pain(you probably want a few percent more)
 +
5. have your colonists run around in circles for a few hours until go-juice expires.
 +
6. duplicate will be downed, but death on down doesn't apply.
 +
7. capture duplicate.
 +
 
 +
Alternatively, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.
 +
 
 +
If you attacked the obelisk, it's activity level will rise. When it reaches full, it will duplicate up to 30 of you colonists depending on raid points, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:
 +
 
 +
*  Have your god pawn anesthetized
 +
*  Send all other pawn (except ghouls) on a caravan resting right outside your colony
 +
*  Have ghoul attack obelisk to trigger the duplication
 +
*  Since your god pawn is the only pawn on the map, it will be duplicated 30 times
 +
*  However your god pawn's "anesthetized" status will also be duplicated, meaning all duplicated pawns are harmless
 +
*  Have your caravan come back and capture all the helpless duplicates
 +
*  Profit
 +
 
 +
When duplicated, the effect of "Touching the Void", psionic abilities, and xenogenes are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
  
CATEGORIES GO HERE
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{{Nav|entity|wide}}
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[[Category: Entities]]

Latest revision as of 00:34, 7 November 2024

Corrupted obelisk

Corrupted 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 For Study
1
Technical
defName
WarpedObelisk_Duplicator


The Corrupted obelisk is one of three Obelisks that can appear in the Anomaly DLC. It is able to clone your colonists.

Occurrence[edit]

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

Summary[edit]

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

There are 4 possible occurrences and one is selected randomly when the obelisk is triggered:

  • Hostile Duplicate: The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!
  • Cloned colonist with Multiple Organ Decay: Several of the duplicate's vital organs have "Organ decay", which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.
  • Cloned colonist with Duplication Sickness: Both the original and the duplicate suffer from lowered consciousness, gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners and Healer Mech Serum.
  • Cloned colonist with Crumbling Mind: The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days the condition becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures for Crumbling Mind: healer mech serum; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with resurrector mech serum or death refusal. The bioregeneration cycle from biosculpting pods is not a cure; however, pawns can be placed in cryptosleep caskets to prevent the crumbling mind from progressing until a cure can be found. Once the condition progresses to Crumbled Mind, it cannot be cured.

The duplicated colonist will have identical mood thoughts, IdeoligionContent added by the Ideology DLC, injuries, and any ongoing illnesses or drug effects (including pregnancyContent added by the Biotech DLC), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a prosthetic arm will be replaced with an organic arm, including the hand and fingers).

Notably, no social opinions are copied to the duplicate, not even familial relationships. There is also no special relationship between the original and duplicate.

If the Activity Level of the Corrupted Obelisk reaches 100% it will explode, dropping a Shard and causing hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.

The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).

Graph Raid points Cost of each duplicate
35 50
500 50
1,000 100
5,000 200
10,000 200
Raid points Total duplicates
35 1
167 3
500 6
1000 6
2000 10
5000 15
9667 30

After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 Shards to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.

Creepjoiners cannot be duplicated, and will instead show a message to that effect.

Analysis[edit]

With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a psylinkContent added by the Royalty DLC, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a Psychic shock lance or Shard shock lance if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a Cryptosleep casket can be used to preserve a pawn with Crumbling Mind if you lack a Healer mech serum. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn.

One way to reliably get a hostile duplicate captured is to do this: 1. Make the colonist you are duplicating take go juice. 2. wait 10~ hours until only around 6 hours of go juice is left. 3. duplicate colonist. 4. have you pawns punch the duplicate until it reaches more than 10% pain(you probably want a few percent more) 5. have your colonists run around in circles for a few hours until go-juice expires. 6. duplicate will be downed, but death on down doesn't apply. 7. capture duplicate.

Alternatively, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.

If you attacked the obelisk, it's activity level will rise. When it reaches full, it will duplicate up to 30 of you colonists depending on raid points, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:

  • Have your god pawn anesthetized
  • Send all other pawn (except ghouls) on a caravan resting right outside your colony
  • Have ghoul attack obelisk to trigger the duplication
  • Since your god pawn is the only pawn on the map, it will be duplicated 30 times
  • However your god pawn's "anesthetized" status will also be duplicated, meaning all duplicated pawns are harmless
  • Have your caravan come back and capture all the helpless duplicates
  • Profit

When duplicated, the effect of "Touching the Void", psionic abilities, and xenogenes are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.

Version history[edit]