Difference between revisions of "Ancient shrine"

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though they may be damaged somehow after map generation. If they spawn damaged, they are most likely [[ruins]].
 
though they may be damaged somehow after map generation. If they spawn damaged, they are most likely [[ruins]].
  
Having a colonist walk by the walls of the structure will trigger an [[Events#Ancient Danger|Ancient danger event]] prompting:
+
Having a colonist walk by the walls of the structure will trigger an [[Events/Incidental#Ancient danger|Ancient danger event]] prompting:
  
 
  ''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''
 
  ''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''
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There are two components to the shrine's "danger":
 
There are two components to the shrine's "danger":
* A non-human threat immediately revealed when opening the shrine. This can be either [[mechanoid]]s, [[insectoid]]s with their requisite bug [[hive]]s, or even a few [[fleshbeast]]s if the [[Anomaly]] DLC is installed. Beware - even [[centipede]]s can appear in an ancient shrine.
+
* A non-human threat immediately revealed when opening the shrine. This can be either [[mechanoid]]s, [[insectoid]]s with their requisite bug [[hive]]s, or even a few [[fleshbeast]]s {{AnomalyIcon}} if the [[Anomaly]] DLC is installed. Beware - even [[centipede]]s can appear in an ancient shrine.
 
* The beings inside the [[ancient cryptosleep casket]]s. They are not always hostile. This can contain a human, a human and a [[megascarab]], a group of megascarabs, or nothing. Humans will belong to one of two [[Ancient]]s factions; one faction is hostile, the other faction starts off neutral. Megascarabs are always non-hostile. Opening 1 ancient cryptosleep casket will open all the caskets. Humans may spawn [[downed]] or as [[corpse]]s.
 
* The beings inside the [[ancient cryptosleep casket]]s. They are not always hostile. This can contain a human, a human and a [[megascarab]], a group of megascarabs, or nothing. Humans will belong to one of two [[Ancient]]s factions; one faction is hostile, the other faction starts off neutral. Megascarabs are always non-hostile. Opening 1 ancient cryptosleep casket will open all the caskets. Humans may spawn [[downed]] or as [[corpse]]s.
  
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===Dealing with the danger===
 
===Dealing with the danger===
 
[[File:Ancient danger traps.png|thumb|400px|right|A [[spike trap]] tunnel, likely able to kill anything short of [[centipede]]s.<br>Build the traps first, then the walls.]]
 
[[File:Ancient danger traps.png|thumb|400px|right|A [[spike trap]] tunnel, likely able to kill anything short of [[centipede]]s.<br>Build the traps first, then the walls.]]
When opening the ancient shrine, it is recommended to not deconstruct the wall, but to destroy it with ranged weaponry. This gives you some distance to deal with [[scyther]]s and other threats. Make sure to keep colonists [[draft]]ed, or toggle their [[threat response]] from Attack to Flee.
+
When opening the ancient shrine, it is recommended to not deconstruct the wall, but to destroy it with ranged weaponry. This gives you some distance to deal with [[scyther]]s and other threats. Make sure to keep colonists [[draft]]ed, or toggle their [[hostility response]] from Attack to Flee.
  
The [[spike trap]] tunnel on the right is likely to take out [[scyther]]s, [[lancer]]s, and [[megaspider]]s that inhabit the shrine. For [[centipede]]s, it is recommended to have a [[bolt-action rifle]] or [[sniper rifle]] on hand and [[kiting|kite]] the centipedes.  
+
The [[spike trap]] tunnel on the right is likely to take out [[scyther]]s, [[lancer]]s, and [[megaspider]]s that inhabit the shrine. For [[centipede]]s, it is recommended to have a [[bolt-action rifle]] or [[sniper rifle]] on hand and [[kiting|kite]] the centipedes.
 +
 
 +
[[Fleshbeasts]]{{AnomalyIcon}} are a bit more resistant to trap tunnels due to [[trispike]]s, and [[bulbfreak]]s splitting upon death, leading to [[fingerspike]]s setting off the majority of traps.
  
 
If a trade [[caravan]] happens to spawn near the ancient danger, you can open it. Caravans likely have enough firepower to clear the entire danger, or at least, severely weaken it. In a similar fashion, shooting an ancient cryptosleep casket will unleash its ancients - mechs, insects, and ancients should all fight each other.
 
If a trade [[caravan]] happens to spawn near the ancient danger, you can open it. Caravans likely have enough firepower to clear the entire danger, or at least, severely weaken it. In a similar fashion, shooting an ancient cryptosleep casket will unleash its ancients - mechs, insects, and ancients should all fight each other.
 
<div style="clear:right"></div>
 
<div style="clear:right"></div>
 +
 
===Dealing with ancients===
 
===Dealing with ancients===
 
[[File:Ancient danger prisoner.png|thumb|300px|right|"Ancient soldiers" have shockingly little resistance, so long as they are captured (and not rescued first).]]
 
[[File:Ancient danger prisoner.png|thumb|300px|right|"Ancient soldiers" have shockingly little resistance, so long as they are captured (and not rescued first).]]
  
The shrine itself contains a lot of loot, but so does its ancients. Even if the ancients are neutral, it is worthwhile to [[arrest|capture]] or kill them for assault weaponry, armor, and materials. If a stray bullet doesn't hit the cryptosleep caskets, they should remain closed, even after renovating the rest of the danger.  
+
The shrine itself contains a lot of loot, but so does its ancients. Even if the ancients are neutral, it is worthwhile to [[arrest|capture]] or kill them for assault weaponry, armor, and materials. If a stray bullet doesn't hit the cryptosleep caskets, they should remain closed, even after removing the rest of the danger.  
  
 
If captured, ancient soldiers have incredibly low resistance, making them very quick recruits.
 
If captured, ancient soldiers have incredibly low resistance, making them very quick recruits.
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By using [[fire]], you can attack ancients without a gunfight.
 
By using [[fire]], you can attack ancients without a gunfight.
  
First, enclose the shrine with a [[door]], so that it is "Inside" for [[temperature]] purposes. Place some fuel and raise the temperature up high. Contiously throw [[molotov cocktail]]s or other flame weapons until the room hits at least {{Temperature|200}}. Then shoot the cryptosleep caskets. Both hostile and friendly units will be downed through [[heatstroke]], avoiding the usual death on down chance.  
+
First, enclose the shrine with a [[door]], so that it is "Inside" for [[temperature]] purposes. Place some fuel and raise the temperature up high. Continuously throw [[molotov cocktail]]s or other flame weapons until the room hits at least {{Temperature|200}}. Then shoot the cryptosleep caskets. Both hostile and friendly units will be downed through [[heatstroke]], avoiding the usual death on down chance.  
  
 
The ancient cryptosleep caskets will be at risk of destruction, which can kill ancients and damage gear. But they have quite a bit of health, so you can extinguish important items and capture important pawns before that happens.
 
The ancient cryptosleep caskets will be at risk of destruction, which can kill ancients and damage gear. But they have quite a bit of health, so you can extinguish important items and capture important pawns before that happens.
Line 50: Line 53:
 
File:Ancient danger fire2.png|'''Even with enemy [[firefoam pop pack]]s: it isn't the fire that kills, its the heatstroke (usually).'''
 
File:Ancient danger fire2.png|'''Even with enemy [[firefoam pop pack]]s: it isn't the fire that kills, its the heatstroke (usually).'''
 
</gallery>
 
</gallery>
 +
 +
===Getting the ancients to deal with the danger===
 +
If you encounter unexpectedly powerful danger in the shrine and they refuse to leave the shrine to fall to your traps. You can shoot the cryptosleep casket to wake the ancients up. They will be targeted by the existing threat in the shrine; hostile ancients will fight back, eliminating themselves in the process.
 +
 +
If you want to recruit any neutral ancient, get a well-armored pawn to arrest them as soon as the threat is engaged with other ancients. Don't wait for them to go unconcious, as they might be targeted and killed by the threat.
  
 
== Loot table ==
 
== Loot table ==
{{Rewrite|reason= Percentages based on a random sample - multiple runs of each same need to be done to verify their accuracy. Dev Mode ->  Open Debug Logging Menu -> Thing Set Maker Sampled -> MapGen_AncientTempleContents}}
+
The following loot can be scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine.
The following loot can be found scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine. For stackable items, it is currently unclear how the size of the stack to be spawned is generated.{{Check Tag|Detail Needed}}
 
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 59: Line 66:
 
! rowspan="2"| Item !! colspan="4" | Chance per shrine
 
! rowspan="2"| Item !! colspan="4" | Chance per shrine
 
|-
 
|-
! Core-only !! Royalty DLC !! Ideology DLC !! Royalty + Ideology
+
! Core-only !! Royalty DLC !! Anomaly DLC !! Royalty + Anomaly
 
|-
 
|-
| [[Psychic soothe pulser]]  
+
| [[Orbital bombardment targeter]]
| 47% || ? || ? || 45%  
+
| 16.7% || 15% || 11.7% || 10.5%
 +
|-
 +
| [[Orbital power beam targeter]]
 +
| 16.7% || 15% || 11.7% || 10.5%  
 
|-
 
|-
 
| [[Psychic animal pulser]]  
 
| [[Psychic animal pulser]]  
| 46% || ? || ? || 44%  
+
| 16.7% || 15% || 11.7% || 10.5%  
 
|-
 
|-
| [[Advanced component]]  
+
| [[Psychic soothe pulser]]  
| 39% || ? || ? || 35%
+
| 16.7% || 15% || 11.7% || 10.5%  
 
|-
 
|-
| [[Luciferium]]  
+
| [[Tornado generator]]  
| 36% || ? || ? || 39%  
+
| 16.7% || 15% || 11.7% || 10.5%  
 
|-
 
|-
| [[Glitterworld medicine]]  
+
| [[Orbital mech cluster targeter]]  
| 34% || ? || ? || 37%  
+
| - || 15% || - || 10.5%
 
|-
 
|-
| [[Resurrector mech serum]]  
+
| [[Biomutation lance]]  
| 2.4% || ? || ? || 0.6%
+
| - || - || 11.7% || 10.5%
|-
 
| [[Joywire]]
 
| 2.2% || ? || ? || 1.8%  
 
 
|-
 
|-
| [[Painstopper]]  
+
| [[Shard insanity lance]]  
| 2.2% || ? || ? || 1%
+
| - || - || 11.7% || 10.5%
 
|-
 
|-
| [[Bionic spine]]  
+
| [[Shard shock lance]]  
| 2% || ? || ? || 1.2%
+
| - || - || 11.7% || 10.5%
 
|-
 
|-
| [[Skilltrainer]] ([[Artistic]])
+
| [[Antigrain warhead]]
| 2% || ? || ? || 1.4%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Cooking]])
+
| [[Archotech arm]]  
| 1.8% || ? || ? || -
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Intellectual]])
+
| [[Archotech eye]]  
| 1.8% || ? || ? || 1.4%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Bionic eye]]
+
| [[Archotech leg]]  
| 1.6% || ? || ? || 1%
+
| 1.9% || 1.9% || 1.9% || 1.9%
|-
 
| [[Bionic leg]]  
 
| 1.6% || ? || ? || 1%
 
|-
 
| [[Marine helmet]]
 
| 1.6% || ? || ? || 1.6%
 
|-
 
| [[Doomsday rocket launcher]]
 
| 1.6% || ? || ? || 1%
 
|-
 
| [[Orbital bombardment targeter]]
 
| 1.6% || ? || ? || 2.6%
 
|-
 
| [[Skilltrainer]] ([[Construction]])
 
| 1.6% || ? || ? || 0.8%
 
|-
 
| [[Skilltrainer]] ([[Crafting]])
 
| 1.6% || ? || ? || 2%
 
|-
 
| [[Grand sculpture]]
 
| 1.4% || ? || ? || 1%
 
|-
 
| [[Healer mech serum]]
 
| 1.4% || ? || ? || 0.4%
 
|-
 
| [[Marine armor]]
 
| 1.4% || ? || ? || 1.4%  
 
 
|-
 
|-
 
| [[Assault rifle]]  
 
| [[Assault rifle]]  
| 1.4% || ? || ? || 1.8%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Medical]])
+
| [[Bionic arm]]  
| 1.4% || ? || ? || 1.6%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Bionic heart]]  
+
| [[Bionic eye]]
| 1.2% || ? || ? || 2%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Techprof subpersona core]]  
+
| [[Bionic heart]]
| 1.2% || ? || ? || 0.4%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Antigrain warhead]]  
+
| [[Bionic leg]]  
| 1.2% || ? || ? || 1.2%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Charge rifle]]  
+
| [[Bionic spine]]  
| 1.2% || ? || ? || 1.2%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
|-
 
| [[Archotech arm]]
 
| 1% || ? || ? || 0.6%
 
|-
 
| [[Power claw]]
 
| 1% || ? || ? || 0.8%
 
|-
 
| [[Megascreen television]]
 
| 1% || ? || ? || 1.4%
 
 
|-
 
|-
 
| [[Charge lance]]  
 
| [[Charge lance]]  
| 1% || ? || ? || 1%
+
| 1.9% || 1.9% || 1.9% || 1.9%  
 
|-
 
|-
| [[Orbital power beam targeter]]  
+
| [[Charge rifle]]  
| 1% || ? || ? || 1.2%
+
| 1.9% || 1.9% || 1.9% || 1.9%
|-
 
| [[Skilltrainer]] ([[Skills#Animals|Animals]])
 
| 1% || ? || ? || 1.6%
 
|-
 
| [[Archotech eye]]
 
| 0.8% || ? || ? || 1.4%
 
|-
 
| [[Archotech leg]]
 
| 0.8% || ? || ? || 1.2%
 
 
|-
 
|-
| [[Bionic arm]]  
+
| [[Doomsday rocket launcher]]
| 0.8% || ? || ? || 1.2%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
 
| [[Flatscreen television]]  
 
| [[Flatscreen television]]  
| 0.8% || ? || ? || 0.4%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Shooting]])
+
| [[Grand sculpture]]  
| 0.8% || ? || ? || 1.4%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Melee]])
+
| [[Healer mech serum]]  
| 0.8% || ? || ? || 1.2%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Skills#Social|Social]])
+
| [[Joywire]]  
| 0.8% || ? || ? || 0.4%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Triple rocket launcher]]  
+
| [[Marine armour]]  
| 0.6% || ? || ? || 0.8%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Tornado generator]]  
+
| [[Marine helmet]]  
| 0.6% || ? || ? || 0.8%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Skills#Plants|Plants]])
+
| [[Megascreen television]]  
| 0.6% || ? || ? || 1.6%
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Skilltrainer]] ([[Skills#Mining|Mining]])
+
| [[Resurrector mech serum]]  
| 0.4% || ? || ? || 1.8%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Techprint]] ([[Research#Skin hardening|Skin hardening]])  
+
| [[Skilltrainer]] (any)
| - || ? || - || 5.6%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Techprint]] ([[Research#Cataphract armor|Cataphract armor]])
+
| [[Painstopper]]  
| - || ? || - || 4.6%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Techprint]] ([[Research#Jump packs|Jump packs]])
+
| [[Power claw]]  
| - || ? || - || 5.6%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Techprint]] ([[Research#Neural computation|Neural computation]])
+
| [[Techprof subpersona core]]  
| - || ? || - || 4.2%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Techprint]] ([[Research#Brain wiring|Brain wiring]])
+
| [[Triple rocket launcher]]  
| - || ? || - || 3.8%  
+
| 1.9% || 1.9% || 1.9% || 1.9%
 
|-
 
|-
| [[Techprint]] ([[Research#Molecular analysis|Molecular analysis]])
+
| [[Techprint]] (any)
| - || ? || - || 3.8%  
+
| - || 50% || - || 50%
 
|-
 
|-
| [[Techprint]] ([[Research#Specialized limbs|Specialized limbs]])
+
| [[Luciferium]] (5-20)
| - || ? || - || 3.6%  
+
| 35% || 35% || 35% || 35%
 
|-
 
|-
| [[Techprint]] ([[Research#Artificial metabolism|Artificial metabolism]])
+
| [[Advanced component]] (1-4)
| - || ? || - || 3.6%  
+
| 35% || 35% || 35% || 35%
 
|-
 
|-
| [[Techprint]] ([[Research#Compact weaponry|Compact weaponry]])  
+
| [[Glitterworld medicine]] (2-8)
| - || ? || - || 3.4%  
+
| 35% || 35% || 35% || 35%  
|-
+
|}
| [[Techprint]] ([[Research#Flesh shaping|Flesh shaping]])
+
 
| - || ? || - || 3.4%
+
The contents of the [[hermetic crate]] will be determined by the highest valued item stack that would be found in the room.
 +
 
 +
The game then generates loot surrounding the cryptosleep caskets, which will be generated per casket as per these probabilities:
 +
 
 +
{| class="wikitable sortable"
 
|-
 
|-
| [[Techprint]] ([[Research#Poison synthesis|Poison synthesis]])
+
! rowspan="2"| Item !! colspan="4" | Chance per cryptosleep casket
| - || ? || - || 3.2%
 
 
|-
 
|-
| [[Techprint]] ([[Research#Circadian influence|Circadian influence]])
+
! Core-only !! Royalty DLC !! Anomaly DLC !! Royalty + Anomaly
| - || ? || - || 3%
 
 
|-
 
|-
| [[Techprint]] ([[Research#Healing factors|Healing factors]])  
+
| [[Techprint]] (any)
| - || ? || - || 2.2%
+
| - || 3.3% || - || 3.3%
 
|-
 
|-
| [[Orbital mech cluster targeter]]
+
| [[Persona weapon]] (any)
| - || ? || - || 1%  
+
| - || 2% || - || 2%
 
|}
 
|}
  

Latest revision as of 20:42, 10 February 2025

Ancient shrine pre-1.1

Ancient shrines, commonly referred to as ancient dangers due to the event card, are large structures that spawn on the map upon generation. They take the form of a massive, unexplored room. though they may be damaged somehow after map generation. If they spawn damaged, they are most likely ruins.

Having a colonist walk by the walls of the structure will trigger an Ancient danger event prompting:

"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"

Description[edit]

Ancient shrines are large rooms of stone or steel walls. In contrast to ruins, the walls of the shrine always begin undamaged and in perfect condition. Ancient shrines generate either partially or completely under natural rock formations. Ancient shrines are not guaranteed to spawn on small or medium maps, but will always spawn on larger map sizes. Two or more may spawn on the largest map sizes.

There are two components to the shrine's "danger":

  • A non-human threat immediately revealed when opening the shrine. This can be either mechanoids, insectoids with their requisite bug hives, or even a few fleshbeasts Content added by the Anomaly DLC if the Anomaly DLC is installed. Beware - even centipedes can appear in an ancient shrine.
  • The beings inside the ancient cryptosleep caskets. They are not always hostile. This can contain a human, a human and a megascarab, a group of megascarabs, or nothing. Humans will belong to one of two Ancients factions; one faction is hostile, the other faction starts off neutral. Megascarabs are always non-hostile. Opening 1 ancient cryptosleep casket will open all the caskets. Humans may spawn downed or as corpses.

Due to being fully enclosed, one cannot see within the shrine, and hovering over the grayed out area as seen in the picture will only say 'Undiscovered' in the bottom left corner. The only way to find out what is inside is to deconstruct or destroy a wall section.

There are many rewards within the ancient shrine. It can contain artifacts such as psychic animal pulsers or psychic insanity lances, and valuable items like luciferium are common. Ancients often carry plasteel, gold, and advanced components; even their corpses carry loot. Ancients can spawn with synthread and hyperweave clothing, power armor, high quality weaponry, or may be naked.

In addition to the loot, ancient shrines will contain ancient cryptosleep caskets, tables of different sizes, columns, and/or urns. Their floors are generally made out of flagstone, steel tile, or stone tile. These can all be deconstructed.

Analysis[edit]

Dealing with the danger[edit]

A spike trap tunnel, likely able to kill anything short of centipedes.
Build the traps first, then the walls.

When opening the ancient shrine, it is recommended to not deconstruct the wall, but to destroy it with ranged weaponry. This gives you some distance to deal with scythers and other threats. Make sure to keep colonists drafted, or toggle their hostility response from Attack to Flee.

The spike trap tunnel on the right is likely to take out scythers, lancers, and megaspiders that inhabit the shrine. For centipedes, it is recommended to have a bolt-action rifle or sniper rifle on hand and kite the centipedes.

FleshbeastsContent added by the Anomaly DLC are a bit more resistant to trap tunnels due to trispikes, and bulbfreaks splitting upon death, leading to fingerspikes setting off the majority of traps.

If a trade caravan happens to spawn near the ancient danger, you can open it. Caravans likely have enough firepower to clear the entire danger, or at least, severely weaken it. In a similar fashion, shooting an ancient cryptosleep casket will unleash its ancients - mechs, insects, and ancients should all fight each other.

Dealing with ancients[edit]

"Ancient soldiers" have shockingly little resistance, so long as they are captured (and not rescued first).

The shrine itself contains a lot of loot, but so does its ancients. Even if the ancients are neutral, it is worthwhile to capture or kill them for assault weaponry, armor, and materials. If a stray bullet doesn't hit the cryptosleep caskets, they should remain closed, even after removing the rest of the danger.

If captured, ancient soldiers have incredibly low resistance, making them very quick recruits.

  • Using fire

By using fire, you can attack ancients without a gunfight.

First, enclose the shrine with a door, so that it is "Inside" for temperature purposes. Place some fuel and raise the temperature up high. Continuously throw molotov cocktails or other flame weapons until the room hits at least 200 °C (392 °F). Then shoot the cryptosleep caskets. Both hostile and friendly units will be downed through heatstroke, avoiding the usual death on down chance.

The ancient cryptosleep caskets will be at risk of destruction, which can kill ancients and damage gear. But they have quite a bit of health, so you can extinguish important items and capture important pawns before that happens.

Note that pawns that are downed by heatstroke are subject to the death on down chance, so this cannot be used to easily capture prisoners.

Getting the ancients to deal with the danger[edit]

If you encounter unexpectedly powerful danger in the shrine and they refuse to leave the shrine to fall to your traps. You can shoot the cryptosleep casket to wake the ancients up. They will be targeted by the existing threat in the shrine; hostile ancients will fight back, eliminating themselves in the process.

If you want to recruit any neutral ancient, get a well-armored pawn to arrest them as soon as the threat is engaged with other ancients. Don't wait for them to go unconcious, as they might be targeted and killed by the threat.

Loot table[edit]

The following loot can be scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine.

Item Chance per shrine
Core-only Royalty DLC Anomaly DLC Royalty + Anomaly
Orbital bombardment targeter 16.7% 15% 11.7% 10.5%
Orbital power beam targeter 16.7% 15% 11.7% 10.5%
Psychic animal pulser 16.7% 15% 11.7% 10.5%
Psychic soothe pulser 16.7% 15% 11.7% 10.5%
Tornado generator 16.7% 15% 11.7% 10.5%
Orbital mech cluster targeter - 15% - 10.5%
Biomutation lance - - 11.7% 10.5%
Shard insanity lance - - 11.7% 10.5%
Shard shock lance - - 11.7% 10.5%
Antigrain warhead 1.9% 1.9% 1.9% 1.9%
Archotech arm 1.9% 1.9% 1.9% 1.9%
Archotech eye 1.9% 1.9% 1.9% 1.9%
Archotech leg 1.9% 1.9% 1.9% 1.9%
Assault rifle 1.9% 1.9% 1.9% 1.9%
Bionic arm 1.9% 1.9% 1.9% 1.9%
Bionic eye 1.9% 1.9% 1.9% 1.9%
Bionic heart 1.9% 1.9% 1.9% 1.9%
Bionic leg 1.9% 1.9% 1.9% 1.9%
Bionic spine 1.9% 1.9% 1.9% 1.9%
Charge lance 1.9% 1.9% 1.9% 1.9%
Charge rifle 1.9% 1.9% 1.9% 1.9%
Doomsday rocket launcher 1.9% 1.9% 1.9% 1.9%
Flatscreen television 1.9% 1.9% 1.9% 1.9%
Grand sculpture 1.9% 1.9% 1.9% 1.9%
Healer mech serum 1.9% 1.9% 1.9% 1.9%
Joywire 1.9% 1.9% 1.9% 1.9%
Marine armour 1.9% 1.9% 1.9% 1.9%
Marine helmet 1.9% 1.9% 1.9% 1.9%
Megascreen television 1.9% 1.9% 1.9% 1.9%
Resurrector mech serum 1.9% 1.9% 1.9% 1.9%
Skilltrainer (any) 1.9% 1.9% 1.9% 1.9%
Painstopper 1.9% 1.9% 1.9% 1.9%
Power claw 1.9% 1.9% 1.9% 1.9%
Techprof subpersona core 1.9% 1.9% 1.9% 1.9%
Triple rocket launcher 1.9% 1.9% 1.9% 1.9%
Techprint (any) - 50% - 50%
Luciferium (5-20) 35% 35% 35% 35%
Advanced component (1-4) 35% 35% 35% 35%
Glitterworld medicine (2-8) 35% 35% 35% 35%

The contents of the hermetic crate will be determined by the highest valued item stack that would be found in the room.

The game then generates loot surrounding the cryptosleep caskets, which will be generated per casket as per these probabilities:

Item Chance per cryptosleep casket
Core-only Royalty DLC Anomaly DLC Royalty + Anomaly
Techprint (any) - 3.3% - 3.3%
Persona weapon (any) - 2% - 2%

Ruined objects and crates[edit]

Ruined objects and crates like hermetic crates and security crates may spawn inside the ancient shrine. While the ruined objects will yield nothing upon destruction whether through combat or deconstruction, the crates will yield loot when opened, ranging from hyperweave to rarely thrumbo horn, and also includes some Royalty DLC items such as techprints, if the DLC is also enabled. The crates yield nothing when demolished as well.

Version history[edit]

  • 0.8.657 - Added
  • 0.12.906 - Artifacts now found inside.
  • 1.1 - generation was reworked to improve their structural style. Prior to that, they were merely a room built out of stone.
  • 1.3.3066 - Ancient dangers will no longer be generated with hostile mechs in peaceful mode.