Difference between revisions of "Quests"

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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}
{{Rewrite|reason='''Outdated in places, very rough and very incomplete.'''}}
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'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.
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==Summary==
 
{{TOCright}}
 
{{TOCright}}
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Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be "trashed" by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).
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Most quests are time sensitive, and have one or both of these timers:
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*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.
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*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.
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Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.
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Some Quests, such as the beggars quest, are accepted automatically
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Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}
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===Difficulty===
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Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.
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Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.
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The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.
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=== Rewards ===
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{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}
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There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.
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If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.
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Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.
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Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.
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Main reward options:
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* [[Honor]]
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* [[Goodwill]]
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* New colonists
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* [[Flatscreen television]]
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* [[Telescope]]
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* [[Gladius]]
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* [[Recurve bow]]
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* [[Infinite chemreactor]]
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* [[Psychic animal pulser]]
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* [[Vanometric power cell]]
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* [[Tornado generator]]
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==Failure==
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Most quests can be failed in a couple of general ways:
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#Not accepting it / Not completing it in time.
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#Becoming hostile with the quest giver's faction.
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#Becoming neutral with an enemy faction you were supposed to fight.
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Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.
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=List of quests=
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This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].
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==Bandit Camp==
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A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.
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When accepting this quest:
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*An event space generates somewhere near your colony, with enemies inside.
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**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.
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As soon as the enemies are "fleeing" (>50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.
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==Downed Refugee==
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A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.
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When this quest appears:
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*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.
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*Any specified threats will be present. An unknown threat may appear as you approach the refugee.
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*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.
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Select a colonist, right click on the refugee, and click "offer help" in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.
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==Item Stash==
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You have been contacted about items nearby your colony.
  
'''Quests''' are a class of [[event]] that provide conditions to be met or actions to be performed to gain a reward. Generally they are offered by [[Factions]] but can also be offered by individual pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or even new [[colonists]] or just the loot at the location of the quest. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements.
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When this quest appears:
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*You have a certain time frame to reach the item stash.
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*Any specified threats will be present. An unknown threat may appear as you approach the stash.
  
Most quests must be accepted, however some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab.
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==Peace Talks==
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An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.
  
== Rewards ==
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When this quest appears:
Rewards can be a variety of things. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased.
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*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.
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*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly{{Check Tag|Fact Check needed|What are the specific chances for each result?}}, influenced by the [[Negotiation Ability]]{{Check Tag|Fact Check needed|How does this ability impact the results?}} of the best pawn you set into the caravan.
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**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.
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**'''Success''' - Goodwill increases by 25-75.
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**'''Flounder''' - No change in relations.
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**'''Backfire''' - Goodwill decreases by 10-50.
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**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.
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Peace talks will train the negotiator's Social skill. Even if peace talks were a "Triumph", the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as "hostile" in the Factions screen, so they will never offer you this quest.
  
Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:
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==Prisoner Rescue==
* Resolving Effectors, such as psychic droners or weather control at an world map location
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A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.
* Maps where the "reward" is the loot available at the the map
 
* Decrees by [[Titles|Nobles]] {{RoyaltyIcon}}, which prevents the Noble from getting upset.
 
  
If the reward is a pawn, sometimes the icon can be clicked on to see their stats. Sometimes this is not an option as a way of introducing extra risk to accepting the quest.
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When this quest appears:
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*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.
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*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.
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In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.
  
Factions with poor relations to the colony will exclusively offer Goodwill quests as a way to get back into their good graces. Similarly, Peace Talks quests will only occur when Hostile.
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==Threatened Joiner==
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A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.
  
Some items can only be obtained through quest rewards, such as [[Vanometric power cell]] and [[Infinite chemreactor]]s, others are rare outside of quests such as [[Archotech arm]]s, [[Archotech leg]]s, and [[Archotech eye]]s.
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When accepting this quest:
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*The specified pawn will immediately join your colony.
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*A [[major threat]] will arrive at the colony within a few hours.
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**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.
  
{{nav/questitems}}
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==Trade Request==
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A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.
  
== Bandit camp ==
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When accepting this quest:
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*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter.
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**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.
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*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. <!-- Tested via devmode, requestDuration remains constant regardless of time passing. -->
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Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.
  
{{main|Offense tactics}}
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==Ore Lump==
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A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.
  
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment. Once the bandits are defeated, the base itself may also be claimed and looted/disassembled for loot, along with whatever its defenders were carrying.
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When this quest appears:
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*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving.
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*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.
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The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.
  
The pirates in these bases start unaware of your attack team, until your team attacks them or gets too close to them.  Once either occurs, they'll turn and assault your team as normal.  Like pirate assaults on colonies, the defenders will break and flee towards the map borders once a sufficient percentage of them are killed or downed.
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{| class="wikitable"
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|- <!--- IF you edit this table, please edit the one on the Quests -->
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! Resource      !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value
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|-
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| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560
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|-
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| [[Plasteel]]  || 10 - 15      || 400 - 600  || 100 - 150 || 3600 - 5400
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|-
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| [[Component]]s || 50 - 70      || 100 - 140  || 60 - 84 || 3200 - 4480
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|-
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| [[Silver]]    || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200
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|-
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| [[Gold]]      || 8 - 12      || 320 - 480  || 2.5 - 3.8 || 3200 - 4800
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|-
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| [[Uranium]]    || 15 - 20      || 600 - 800  || 600 - 800 || 3600 - 4800
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|-
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| [[Jade]]      || 20 - 25      || 700 - 875  || 350 - 438 || 3500 - 4375
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|}
  
These bases can also have turrets, but these are typically powered by solar arrays, with or without batteries.  Both solar arrays and batteries can be taken out from a distance using long-range weapons like sniper rifles, disabling the turrets without risking return fire.  This also allows the turrets to be collected as loot.
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=Royalty=
  
Occasionally, these bases will have manned mortars. However, if the person manning the mortar is defeated or otherwise incapacitated (example, using a [[Psychic insanity lance]] or [[Psychic shock lance]] on them), no other bandits will attempt to man the mortar, effectively disabling it entirely.
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==Royalty Intro Quests==
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These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.
  
== Prisoner rescue ==
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===Noble Wimp===
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{{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 -->
  
A prisoner is held (though walks around), and joins your colony once rescued. The camp only lasts a short amount of time.
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When accepting this quest:
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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.
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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]].
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
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This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.
File:PRO 01.png |'''Analyse whether you like the prisoner'''
 
File:PRO 02.png |'''If you do, just getting in range will do. If you don't, just leave him/her there.'''
 
</gallery>
 
  
=== Retrieval team ===
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'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.
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* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.
  
This is a straight-up combat mission. Bring combat pawns to fight off the enemies guarding the site.
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===The Deserter===
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{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}
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{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. <!-- See storytellers.xml -->
  
=== Strategies ===
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When accepting this quest:
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*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|"Trooper"]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).
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** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{BiotechIcon}}
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*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)
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*You will have to fight the "loyalty squad" from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.
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*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.
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It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.
  
You may wish to bring extra gear to equip the prisoner with once they are released.
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'''Notes:'''
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*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.
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*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.
  
The site tends to be guarded by at least one automatic [[Mini-turret]]. However, the defenses are usually powered by a [[Solar generator]]. Destroying the generator (or the [[power conduit]]s leading from it) will cripple the defenses. Alternatively, attack the site at night; there are no batteries to store energy, so they shut down in darkness.
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==Desperate Refugees==
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{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.
  
Once the site is cleared, you may wish to spend some time stripping the site of everything valuable before leaving. Besides fallen enemies and their items, the [[Sandbags]], [[Mini-turret]], [[Solar generator]], and the walls and floors can be deconstructed or uninstalled to salvage resources to take home.
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When accepting this quest:
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*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.
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**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.
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**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.
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**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off.
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*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.
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*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.
  
== Trade request ==
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'''Notes:'''
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*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.
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*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].
  
A nearby faction base requests a delivery of a number of specific items and will give payment after delivery is complete. You will need to gather up those items and deliver them before the time limit is up.
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===Betrayal offer===
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A member of another faction has learned that the refugees are in your faction, and wants them dead.
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*Gain a reward if you kill all members of the refugee group.
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**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.
  
Anything of the listed quality or better will work. The amount of health remaining does not matter.
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==Build Monument==
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{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.
  
For clothing, tainted apparel is not accepted.
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When accepting this quest:
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*You will immediately receive a monument marker through drop pod.
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*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.
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*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:
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**Loss of [[goodwill]] with the faction, if any.
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**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.
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*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.
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You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.
  
== Item stash opportunity ==
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'''Notes:'''
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*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.
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*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.
  
The faction leader notifies you of an item stash nearby, and may warn you of any danger present. If you don't take the stash, others will take it.
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===Title Inheritance===
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{{RoyaltyIcon}}
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If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.
  
=== Retrieval team ===
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This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.
  
Your retrieval team should include fighters as there may be danger near the item stash, if threats are either present or unknown.
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== Ferried Bandit Camp ==
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{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.
  
== Peace talks opportunity ==
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When accepting this quest:
 +
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.
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*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp. 
 +
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.
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As soon as the enemies are "fleeing" (>50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.
  
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.
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Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.
  
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.
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==Forced Weather==
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{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.
  
Bringing along prisoners to release has no effect on the outcome.
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When accepting this quest:
 +
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].
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You will get the reward immediately upon accepting this quest.
  
=== Outcome chances ===
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'''Notes:'''
 +
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.
 +
* Forced heat waves and cold snaps will stack with naturally-occurring ones.
 +
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.
  
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
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==Hospitality==
 +
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.
  
*At 0% power, the bad outcome factor is 4.
+
When accepting this quest:
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
+
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
+
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood > 50% will increase [[goodwill]]. {{Check Tag|How much?}}
 +
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.
 +
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.
 +
** The pawns may come with [[paralytic abasia]]. They will be unable to move.
 +
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay.
 +
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.
  
The new weight of each outcome is calculated afterwards.
+
==Pawn Lending==
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)
+
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.
*Success = 0.55 * ( 1 / Bad Outcome Factor)
 
*Flounder = 0.2
 
*Backfire = 0.1 * Bad Outcome Factor
 
*Disaster = 0.05 * Bad Outcome Factor
 
  
The sum total of the new weights is then calculated.
+
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.
 +
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.
 +
You will get the reward when requested colonists have left the colony.
  
Finally, the probability of each outcome is calculated:
+
==Rewarded Warfare==
 +
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.
  
{| class="wikitable"
+
When accepting this quest:
|-
+
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.
|Probability of each outcome = New Weight &divide; Sum Total of Weights
+
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.
 +
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.
 +
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#Humanlike|Raiders]] for details.
 +
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the "Mech cluster buildings have been defeated" message appears.
 +
 
 +
==Shuttle Crash==
 +
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.
 +
 
 +
When accepting this quest:
 +
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.
 +
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.
 +
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.
 +
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle.
 +
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.
 +
 
 +
'''Notes:'''
 +
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.
 +
*The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval.
 +
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.
 +
 
 +
==Condition Causer==
 +
{{Main|Condition causer}}
 +
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.
 +
 
 +
When this quest appears:
 +
*The condition causer will appear, until it is destroyed.
 +
 
 +
'''Notes'''
 +
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.
 +
*Some condition causers can be desirable.
 +
 
 +
==Noble Ceremony==
 +
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.
 +
 
 +
When accepting this quest:
 +
* A bestower and a squad of janissaries will arrive via [[shuttle]].
 +
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.
 +
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.
 +
You will get the reward once the bestowing ceremony finishes, regardless of outcome.
 +
 
 +
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at >90% quality.
 +
{| {{STDT| c_07 text-center}}
 +
!Ritual Quality
 +
!0%
 +
!30%
 +
!60%
 +
!90%
 +
|-
 +
!Honor Gained
 +
| 0
 +
| 1
 +
| 2
 +
| 3
 
|}
 
|}
  
==== Example ====
+
=Ideology=
Take a level 15 Social negotiator as an example:
+
 
 +
==Ancient Complex==
 +
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.
 +
 
 +
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.
 +
 
 +
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}
 +
 
 +
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health.
 +
 
 +
Some rooms are mostly empty, while others contain enemies:
 +
* Room filled with [[insectoids]].
 +
* Room filled with [[mechanoids]].
 +
* Room containing [[ancient unstable fuel node]] that can explode.
 +
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.
 +
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.
 +
 
 +
The threads may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.
 +
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.
 +
 
 +
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.
 +
 
 +
=== Analysis ===
 +
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]
 +
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room
 +
 
 +
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.
 +
 
 +
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.
 +
 
 +
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with
 +
 
 +
==Beggars==
 +
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.
 +
 
 +
When this quest appears:
 +
* Some beggars will appear on your map. They are always unaffiliated with any faction.
 +
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.
 +
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the "Travelers Betrayed" notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier.
 +
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].
 +
 
 +
'''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.
 +
* 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
 +
 
 +
==Work Site==
 +
{{Main|Work site}}
 +
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.
 +
 
 +
When this quest appears:
 +
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.
 +
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.
 +
 
 +
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].
 +
 
 +
==Relic Hunt==
 +
{{See also|Relic}}
 +
 
 +
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.
 +
 
 +
=== The Villagers ===
 +
'' You've learned of an ancient terminal that contains information about the '''''<RELIC NAME>'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''
 +
 
 +
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.
 +
 
 +
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.
 +
 
 +
=== Cryptodrone Intel Hack ===
 +
'' You've detected an orbiting spacedrone that may contain information about '''''<RELIC NAME>'''''. You have the code that will force it to land at '''''<COLONY NAME>'''''. ''
 +
 
 +
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.
 +
 
 +
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.
 +
 
 +
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.
 +
 
 +
=== Ancient Complex ===
 +
'' You've learned of an ancient complex nearby. It is said to contain information about '''''<RELIC NAME>'''''. '' - Self-travel description
 +
 
 +
'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''<RELIC NAME>'''''. '' - Shuttle-travel description
 +
 
 +
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.
 +
 
 +
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal.
 +
 
 +
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.
 +
 
 +
=== Relic Retrieval ===
 +
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.
 +
 
 +
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.
 +
 
 +
== Pilgrims ==
 +
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}
 +
 
 +
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours
 +
 
 +
They may offer gifts or join your colony, similar to the refugees quest
 +
 
 +
=Biotech=
 +
 
 +
== Ancient Transport ==
 +
'' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''
 +
 
 +
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.
 +
 
 +
When accepting this quest:
 +
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.
 +
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.
 +
 
 +
Having "Disable exostrider remains" as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].
 +
 
 +
== Ancient Mechanitor Complex ==
 +
'' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''
 +
 
 +
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.
  
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
+
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.
#The new weight of each outcome, to 3 d.p.:
 
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143
 
#*Success = 0.55 * ( 1 / 0.7) = 0.786
 
#*Flounder = 0.2
 
#*Backfire = 0.1 * 0.7 = 0.07
 
#*Disaster = 0.05 * 0.7 = 0.035
 
#The sum total of new weights is calculated:
 
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
 
#Finally, the probability of each event, to 2 d.p.:
 
#*Triumph = 0.143 / 1.234 = 11.58%
 
#*Success = 0.786 / 1.234 = 63.69%
 
#*Flounder = 0.2 / 1.234 = 16.21%
 
#*Backfire = 0.07 / 1.234 = 5.67%
 
#*Disaster = 0.035 / 1.234 = 2.84%
 
  
== Precious minerals found ==
+
== Bloodthirsty Parley ==
 +
'' A sanguophage named '''''<PAWN NAME>''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''<PAWN NAME>''''' is asking for you to host the meeting at '''''<COLONY NAME>'''''. If you accept, 4 sanguophages will arrive at '''''<COLONY NAME>''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''
  
Spawned by using the [[Long-range mineral scanner]]. Similar to the item stash quest, except a lump of ore is spawned that requires mining.
+
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.
  
=== Retrieval team ===
+
When accepting this quest:
 +
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain).
 +
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.
 +
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.
  
Your team must include miners who can extract the minerals from the lump of ore. Since not all threats are picked up by the scanner, it's best that your miners are capable of combat to eliminate threats whether or not any is detected.
+
The first reward will always be "Gene implantation"; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.
  
For non-small volume minerals, you will need animals to help carry them.
+
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.
  
== Journey offer ==
+
== Sanguophage Transport ==
 +
'' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''<COLONY NAME>'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''
  
Unlike most other world quests, this is played out on a map with a size similar to that of your bases. In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger.
+
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.
  
=== Setting off ===
+
When accepting this quest:
 +
* A shuttle lands. After a while, the sanguophage will attack.
 +
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.
 +
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].
  
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.
+
If [[Ideology]] is enabled, an ideoligion with "Cannibal" as their main meme will be created which will be set on all pawns that exits the shuttle.
  
To bring as much food as possible, make [[pemmican]], as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring [[packaged survival meal]]s as well as these last indefinitely.
+
== Wastepack Dumping ==
 +
'' '''''<PAWN NAME>''''', '''''<PAWN TYPE>''''' of '''''<FACTION NAME>''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''<PAWN NAME>''''' will deliver '''''<NUMBER>''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''
  
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for '''years'''. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring pack animals with you.
+
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.
  
==== Trading for supplies ====
+
When accepting this quest:
 +
* 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.
  
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supplies as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.
+
= Anomaly =
 +
{{Anomaly|section=1}}
 +
{{Stub|section=1|reason=Update with other Anomaly quests.}}
  
Carrying lots of high-value items will attract pirates so be well-guarded.
+
== 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.
  
==== Base hopping ====
+
A faction is asking permission to dump a dangerous item onto your map.
  
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.
+
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 you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.
+
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.  
  
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.
+
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.
  
=== Settling down ===
+
== Distress signal ==
 +
You've intercepted a distress signal from a nearby camp of a faction.
  
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days before you can leave.
+
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. One of the fleshsacks will contain a [[shard]].
  
==== Base building ====
+
This quest can generate even if the Monolith has not been activated.
  
After settling down, you should at least build some simple structures for your colonists to live in and wait out the activation time.
+
=Endgame=
 +
{{Spoiler}}
 +
{{Main|Endings}}
 +
There are 4 distinct ways to see the credits screen:
 +
*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}}
 +
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}
 +
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}
  
You should get a barracks or dormitory, as well as a common room (dining + rec room). A simple warehouse and freezer may also be useful but is not essential to survival.
+
==Ship to the Stars==
 +
{{Main|Endings#Ship to the Stars}}
  
==== Defenses ====
+
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship.
  
{{main|Defense structures}}
+
This quest appears roughly 20 days from game start.
{{see also|Defense tactics}}
 
  
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials. Treat it as if you are defending a base, with something important inside.
+
'''Requirements:'''
 +
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.
 +
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.
  
Since enemies won't come until you start up the ship core, you can take your time to set up.
+
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.
  
=== Ship expansion and construction ===
+
'''Failure conditions:'''
 +
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.
 +
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer ("the ship will fly away as you're settling the new colony")
  
You can expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. This is useful for saving some materials overall in building the ship, but you'll need to figure out how to get the necessary materials there- set up bases nearby, mine the resources in the map (which generates as a regular 'base' map so minerals do spawn), or do it the good old way with [[muffalo]].
+
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].
  
The ship also comes with 1 extra engine, which can be deconstructed for resources.
+
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.
  
=== Survival ===
+
==Royal Ascent==
 +
{{Main|Endings#Royal Ascent}}
  
==== Cryptosleep survival ====
+
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]].
  
You can put unnecessary colonists to sleep inside the caskets to save resources. If you are more hardcore you can also have everyone hibernate there, as ship cryptosleep caskets allow you to eject colonists manually, and wake them up only to defend. This does mean that colonists will be afflicted with cryptosleep sickness, hampering their combat effectiveness when they need to rise to defend the ship.
+
This quest will appear roughly 35 days from colony start.
  
== Threatened Joiner ==
+
'''Requirements:'''
Threat is chasing a pawn. If accepted the pawn will join, and the threat will come soon after. If the pawn is left outside, and the threat can kidnap them, they'll leave with the pawn.  
+
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.
 +
*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.
 +
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.
 +
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days.
 +
*The High Stellarch must be kept above 25% average mood for the duration of his stay.
  
== Downed  Refugee ==
+
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.
Pawn is downed on world map site. Rescue them and they'll join.
 
  
They are not part of any faction, meaning taking them prisoner, letting them die, or killing them, will not affect any diplomacy.
+
'''Failure conditions:'''
 +
*High Stellarch dies.
 +
*High Stellarch mood is too low for too long.
 +
*The [[empire]] faction becomes hostile to you.
 +
Your count/countess does ''not'' have to stay alive in order succeed the quest.  
  
== Ferried bandit camp ==
+
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.
{{Royalty|no category}}
 
'''''<ENEMY FACTION>''' have set up a camp and are harassing caravans of '''<QUEST GIVER FACTION>'''. '''<QUEST GIVER>''' is planning an aerial assault on the camp, which is guarded by '''<NUMBER> <ENEMY TYPE>'''. '''<QUEST GIVER PRONOUN>''' wants you to provide soldiers to carry out the attack. '''<QUEST GIVER PRONOUN>''' will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route. Once the attack begins, you must defeat all enemies and turrets within '''<DURATION>''''' - Quest description
 
  
Identical a normal bandit camp.  An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle.  You must provide a specific number of soldiers for the quest, and the shuttle will not launch without that exact number in it.  The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally.  The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  The same shuttle will ferry them back.  Travel time takes only an in-game hour or so in either direction.
+
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking "Get into shuttle".
  
Also, unlike a normal bandit camp, the bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.
+
==The Archonexus==
 +
{{Main|Endings#The Archonexus}}
  
== Problem Causer ==
+
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.
{{Royalty|no category}}
 
A world map location is created with a effector. The effector will effect your map tile with a nominally detrimental effect until destroyed.  
 
  
== Decrees ==
+
This quest first appears once you reach $150,000 colony [[wealth]].
{{Royalty|no category}}
 
  
== Noble Wimp ==
+
'''Part 1''':
{{Royalty|no category}}
 
  
== <PAWN NAME>'s <NEW TITLE> Ceremony ==
+
  '' A group of wild people/'''''<FACTION NAME>''''' are/is looking to expand their territory, and are interested in taking over '''''<COLONY NAME>''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description
{{Royalty|no category}}
 
  '''<EMPIRE NAME>''''' is ready to grant '''''<PAWN NAME>''''' the title of '''''<NEW TITLE>''''' and the power of a level '''''<NEW PSYLINK LEVEL>''''' psylink in a bestowing ceremony. The bestower will arrive by shuttle and perform the ceremony. The bestower will only give a title if any throneroom requirements are satisfied. You can betray the bestower to steal psylink neuroformers, but this will make '''''<EMPIRE NAME>''''' your enemy. If you miss or fail this ceremony, there will be another opportunity later. If the bestower or guards are harmed for any reason, there will be diplomatic consequences.'' - Quest description
 
  
Spawns a [[Empire|Bestower]] and several guards to officially grant a pawn a [[Titles|title]] and give the earned levels of [[Psycasts|Psylink]]. For Acolyte and above, accepting the quest requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map.  The bestower must also be able to reach the throne room, or for the Yeoman ceremony, generally the recreation room or similar.  If a Party Spot has been designated, that will be the location the bestower uses for Yeoman ceremonies. The map must also be a safe temperature.  If any of these pre-requisites is not fulfilled before the bestowing ceremony completes, the bestower will be "angered by the interference" and will leave, failing the quest.  The quest will naturally reoccur again later, usually within a few seasons.
+
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed.  
  
Provided the pawn to be bestowed does not already have an equal or higher psylink level to their new title, the bestower will spawn with 2 [[Psylink neuroformer]]s, so killing or downing them can allow them an additional level of psylink to be gained, at the cost of making an enemy out of the powerful imperial faction. It's also possible to instead simply arrest the bestower and guards, rather than attack them.  They can then be looted for the neuroformers, then packaged into drop pods and sent back to an imperial faction settlement as a "gift" with some additional items to effectively buy back the lost faction standing. The bestower and guards can also be harvested for their bionic parts first, if they have any (the bestower can spawn with archotech parts).
+
When accepting this part of the quest:
 +
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
 +
*You will start a new colony, anywhere on the map.
 +
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.
 +
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.
  
== <PAWN NAME>'s Inheritance ==
+
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.
{{Royalty|no category}}
 
  
== Refugee Hospitality ==
+
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.
{{Royalty|no category}}
 
The quest states that a certain amount of refugees have escaped some bad event (i.e. slave caravan, home being destroyed), and that the refugees wish to take shelter in your colony for a certain amount of time.
 
  
They are willing to work for you, and there is no diplomatic consequences for what you do with them, because they belong to no faction. There is the possibility of a "future reward" (more research needed). But the main reward is the extra labor.
+
'''Part 2''':
  
The pawns skills and traits can vary from a very solid colonist to the most crippled unskilled pyromaniac you could get. They do come with [[weapons]] and [[clothing]], usually in poor quality and condition. '''Nota bene:''' Remove any and all equipment you care about from them before the quest ends. Because once the timer ends, you lose control of them, and they will leave the map, holding whatever they had before leaving.
+
'' The map to the archonexus has three parts, and you hold one of them. '''''<FACTION A NAME>''''' and '''''<FACTION B NAME>''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description
  
There is an incentive to keep them somewhat [[mood|happy]], other than preventing mood breaks, which is that if they are are overall happy for a certain amount of time (needs testing to determine the average and chances), they will be willing to join your colony. At which point, you can chose to accept them, refuse them, postpone, or "jump to them" (can be used to close window, and keep notification). A trick is to wait about half a day (depending on how many pawns are refugees), and strip them of what you want while having them drafted and near the map edge. You seem to be unable to set their clothing policy, so they will try to put on any non-restricted clothing nearby if undrafted.
+
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.
  
===Complications===
+
When accepting this part of the quest:
Sometimes complications will arise. This can include counter offers from other [[factions]] or the refugees secretly being infiltrators.  
+
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
 +
*You will start a new colony, anywhere on the map. Same items as last time.
  
'''Counter offer:''' This may include another message after accepting the refugees from an a faction may appear offering a reward should you kill the refugees. This message will not appear in the quest tab. There is no downside to doing so besides missing out on the chance of a reward from the refugees, which can be significant but also may not come at all, and the chance to recruit some of them. There is no need to accept this offer, just kill all the refugees before the hospitality quest ends. Make sure you at least turn them hostile - getting them killed otherwise is not sufficient to earn the reward.
+
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.
  
'''Infiltrators:''' The refugees may turn out to be infiltrators- they will suddenly turn hostile and attack. If they only have the equipment they came with they will likely be more a nuisance than a threat, but it can occur at an inopportune time.
+
'''Part 3''':
  
An interesting discovery is that the outcome of the quest can be predetermined when accepting the quest. If the refugees will remain friendly throughout their stay, the quest will list a time for the guests to depart in the top right hand corner of the quest box. However, if the refugees will betray the colony, there will be no such time. Thus the player can accurately predict, and plan for, the behavior of the refugees.  
+
'' You have two parts of the archonexus map. '''''<FACTION B NAME>''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description
  
<gallery>
+
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure.  
Refugee Hospitality Friendly.png|A friendly group of refugees - Note: "Guests Depart" in top right hand corner.
 
Refugee Hospitality Betrayal.png|An insidious group of refugees - Note: No "Guests Depart" in top right hand corner.
 
</gallery>
 
  
== Host Royals ==
+
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''
{{Royalty|no category}}
 
You are asked to host a certain number of imperial royals for a certain number of days. These imperials may have titles which cause them to want meditation spots or a certain quality of room.  They generally are not willing to do labor while hosted.  The quest requires that the imperials be kept above a certain mood threshold for their stay, and obviously protected from being killed.  Giving them good quarters, feeding them high-quality meals, and otherwise confining them to their rooms and beautiful surroundings such as a rec room and dining room with high impressiveness will keep their mood high, and also keep them safe from injury.
 
  
A variant of the quest requires you to host a number of imperials all infected with [[blood rot]].  This disease is difficult and expensive to cure, so the imperials will need regular medical care to slow/reverse the progress of the disease so they do not die before the end of the quest. They typically must be hosted for more than a season (~20-25 days).  Untreated, Blood Root is fatal in 2.5 days, but with good treatment a pawn can be kept alive and at the minimum disease severity indefinitely (the disease normally resolves in 30-40 days, but this is longer than the quest typically is set for).  Since the disease causes pain and "sick" thoughts at higher severity levels, which reduce the mood of the imperials, they should be treated by high-skill doctors with relatively good medicine, ideally in a hospital with good treatment offset, to optimize their mood.
+
When accepting this part of the quest:
 +
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.
 +
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.
  
== Pawn Lending ==
+
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).
{{Royalty|no category}}
 
When you accept the mission, a shuttle will come by and pick up the requested amount of pawns and then leave. The pawns will go off and come back after the given amount of time has elapsed. They should come back in the condition they left (Needs more testing).
 
  
Though they should not die during their mission (could be some edge cases that need testing, such as having one with a condition that will kill them before the quest has elapsed).
+
==Anomaly Monolith==
 +
{{Main|Endings#The_Void}}
 +
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.
  
== Shuttle Crash Rescue ==
+
'''Entity Codex''':
{{Royalty|no category}}
+
{{Main|Anomaly_(DLC)#Entities}}
'' A shuttle of '''''<EMPIRE NAME>''''' has taken damage and is seeking a place to land. Its commander '''''<COMMANDER NAME>''''' wants to land at '''''<COLONY NAME>'''''. '''''<FACTION TYPE>''''' from '''''<FACTION NAME>''''' will attack the crashed shuttle site in an attempt to kill its occupants. You must defend them. The shuttle contains '''''<COMMANDER NAME>''''', '''''<AMOUNT>''''' other civilian(s), and '''''<AMOUNT>''''' '''''<DEFENDER TYPE>'''''. The commander and civilian(s) must be rescued, but the '''''<DEFENDER TYPE>''''' may be sacrificed. After 8 hours, a rescue shuttle will come to pick up the survivors. You'll need to get them all on board within 12 hours.'' - Quest Description
+
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.
  
[[File:Crashed shuttle.png|128px|frame|The crashed shuttle that is both the object and partial reward for the quest.]]
+
'''Activated Monolith/Void Onslaught.''':
  
A shortly after accepting the quest, a shuttle will crashland somewhere on the map, usually not far from the player's base. It is possible for it land directly on buildings or crops, destroying them and damaging things nearby. Imperials will stay near it, waiting for a rescue shuttle. When "time until rescue shuttle arrives" reaches 2-3 hours, a raid will appear on the edge of the map closest to the crash site and immediately proceed to attack landed civilians. Troopers that land with civilians will depend on the game stage - ranging from a few light troopers in flak armor to heavily-armored cataphracts with pulse weapons, and are usually able to repel early-game raids without much help from the player, though mid- to late-game raids can obliterate the whole imperial party easily. Therefore it is recommended for the player to start constructing simple defenses and equipping fighters just after the shuttle lands. If the crash happens inside the player's base area, it is possible to use superior defenses like [[Mini-turret|turrets]] or killboxes. [[Mortar|Mortars]] are ineffective and will usually be able to make just a single shot before the raiders get too close to friendlies (unless playing on a large map size), and it is usually better to have additional people on the spot.
+
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.
  
Raiders won't pay much attention to your colonists and will instead rush to kill imperial civilians, so it is advised to guard them with melee fighters and/or trained combat animals. Imperials can be surrounded by walls or [[Spike trap|spike traps]] and covered by smoke to give some protection against melee/ranged raiders. The quest is failed if one of the civilians dies, with a faction relations penalty for each death and a heavier one for the commander's death. Since civilians don't carry any armor or weapons, they can quickly die from stray shots or an enemy brawler getting too close.
+
'''Ending''':
  
When the raiders start to flee, a rescue shuttle will land nearby and pick up the surviving imperials. Cargo pods containing the chosen reward (if any) will land near your base. The damaged shuttle can be deconstructed for 30 [[steel]], 52 - 53 [[plasteel]] and 7 - 8 [[component|components]]. Loot from the raiders is also yours to take.
+
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=
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added
+
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.
 +
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests.
 +
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.
 +
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.
 +
* [[Version/1.1.2654|1.1.2654]] - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
 +
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.
 +
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.
 +
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.
 +
* [[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/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor. 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/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the "give up and exit" mental break.
 +
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.
 +
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.
  
 
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{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 19:24, 21 November 2024

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Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

Quests are a class of event where a challenge is performed in order to gain a reward.

Summary[edit]

Quests are found in the Quests tab. Most quests are offered by a faction, but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be "trashed" by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).

Most quests are time sensitive, and have one or both of these timers:

  • The first timer is the limit to accept the quest. If not accepted, the quest will be rejected.
  • The second timer is the time to do the quest, or alternatively, how long a quest lasts for.

Not all quests have a time limit. The 3 endgame quests in particular (Ship to the Stars, Royal AscentContent added by the Royalty DLC, ArchonexusContent added by the Ideology DLC) can be done at any time.

Some Quests, such as the beggars quest, are accepted automatically

Without the Royalty DLC, you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.[Verify]

Difficulty[edit]

Quests use the raid points mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.

Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.

The 3 endgame quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.

Rewards[edit]

There are a few reward types - from simple rewards such as plasteel and hyperweave, to quest-exclusive items like tornado generators and vanometric power cells, to factional goodwill and new colonists. Sometimes, the quest is its own reward, such as solving a condition causerContent added by the Royalty DLC or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.

If you accept a quest for goodwill or honorContent added by the Royalty DLC, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.

Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want goodwill or honorContent added by the Royalty DLC from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.

Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You will be able to see their age and backstory before accepting. For example, a Nurse will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.

Main reward options:

Failure[edit]

Most quests can be failed in a couple of general ways:

  1. Not accepting it / Not completing it in time.
  2. Becoming hostile with the quest giver's faction.
  3. Becoming neutral with an enemy faction you were supposed to fight.

Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.

List of quests[edit]

This section covers all the quests available in Core RimWorld. For DLC content, see #Royalty, #Ideology, and #Biotech.

Bandit Camp[edit]

A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.

When accepting this quest:

  • An event space generates somewhere near your colony, with enemies inside.
    • Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.

As soon as the enemies are "fleeing" (>50% of enemies downed or killed), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.

Downed Refugee[edit]

A refugee has contacted you for help. They are downed and need your help. As a pawn join event, it will be less common as you gain more people.

When this quest appears:

  • You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.
  • Any specified threats will be present. An unknown threat may appear as you approach the refugee.
  • Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the +18 Rescued moodlet for 30 days.

Select a colonist, right click on the refugee, and click "offer help" in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.

Item Stash[edit]

You have been contacted about items nearby your colony.

When this quest appears:

  • You have a certain time frame to reach the item stash.
  • Any specified threats will be present. An unknown threat may appear as you approach the stash.

Peace Talks[edit]

An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.

When this quest appears:

  • You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.
  • This quest has various outcomes, increasing or decreasing goodwill. The chance of each outcome is determined randomly[Fact Check needed], influenced by the Negotiation Ability[Fact Check needed] of the best pawn you set into the caravan.
    • Triumph - Goodwill increases by 50-75, faction leaves a gift of silver.
    • Success - Goodwill increases by 25-75.
    • Flounder - No change in relations.
    • Backfire - Goodwill decreases by 10-50.
    • Disaster - Goodwill decreases by 25-75, immediate attack on caravan party.

Peace talks will train the negotiator's Social skill. Even if peace talks were a "Triumph", the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with pirate factions or any faction listed as "hostile" in the Factions screen, so they will never offer you this quest.

Prisoner Rescue[edit]

A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.

When this quest appears:

  • You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.
  • The prisoner starts with some food in their cell. When rescued, they will gain the +18 Rescued moodlet for 30 days.

In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's door, or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.

Threatened Joiner[edit]

A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.

When accepting this quest:

Trade Request[edit]

A faction base is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.

When accepting this quest:

  • You will have to deliver the requested items. All items must be of normal quality or higher and cannot be tainted, but item HP does not matter.
    • You can't send the items directly via transport pod, but you can transport pod a pawn and the items to the location.
  • A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time.

Rewards are received as soon as items are delivered. Item rewards are inserted into the caravan that fulfilled the offer in the first place; make sure you can carry it back.

Ore Lump[edit]

A long-range mineral scanner has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest only appears when using the long-range mineral scanner.

When this quest appears:

  • You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving.
  • Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.

The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either pack animals or transport pods to bring back.

Resource No. of Tiles Total Yield Total Mass (kg) Market Value
Steel 55 - 60 2200 - 2400 1100 - 1200 4180 - 4560
Plasteel 10 - 15 400 - 600 100 - 150 3600 - 5400
Components 50 - 70 100 - 140 60 - 84 3200 - 4480
Silver 60 - 80 2400 - 3200 16.8 - 22.4 2400 - 3200
Gold 8 - 12 320 - 480 2.5 - 3.8 3200 - 4800
Uranium 15 - 20 600 - 800 600 - 800 3600 - 4800
Jade 20 - 25 700 - 875 350 - 438 3500 - 4375

Royalty[edit]

Royalty Intro Quests[edit]

These quests appear only once, near the start of the game. These offer distinct interaction with the empire faction.

Noble Wimp[edit]

Content added by the Royalty DLC 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.

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.
  • 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 Yeoman rank.

Notes: You can arrest the noble wimp, if so desired. The noble will have a massive amount of resistance due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.

  • However, with the Ideology DLC, they can be enslavedContent added by the Ideology DLC with much less effort. Slavery removes the conceited work restrictions, and gives an innate mood buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable psycasts, like Berserk Pulse, Farskip, or Neuroquake.

The Deserter[edit]

Content added by the Royalty DLC Somebody has deserted the empire. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate.

When accepting this quest:

  • The deserter joins you as a colonist. This deserter will be of the "Trooper" pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before xenotypeContent added by the Biotech DLC).
  • −200 goodwill with the empire. (Goodwill has a cap of -100)
  • You will have to fight the "loyalty squad" from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.
  • An empire outpost will be generated, with 2 psylink neuroformers, along with other camp loot. This goes away after 60 days.

It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.

Notes:

  • There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.
  • Can be worth betraying the empire in just for the gear the deserter brings, especially in Naked Brutality. If you're lucky, then the loyalty squad will only be downed, netting you a second pair of trooper gear.

Desperate Refugees[edit]

Content added by the Royalty DLC Desperate refugees are looking to stay at your colony to rest and regroup.

When accepting this quest:

  • Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.
    • Refugees may offer to join the colony, especially if they are kept happy. There is no penalty for not accepting this join offer.
    • Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.
    • Refugees will never betray you if one of them is childContent added by the Biotech DLC and the storyteller setting, Child enemies is turned off.
  • If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a −12 moodlet, leave your colony (failing the quest), or betray you immediately.
  • If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.

Notes:

  • If you really want a refugee to join your colony, then it's best to arrest one of them immediately, to avoid the chance of betrayal and subsequent death. Draft all the other refugees as far away as possible, for when they go hostile.
  • If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for whatever purposes you'll want.

Betrayal offer[edit]

A member of another faction has learned that the refugees are in your faction, and wants them dead.

  • Gain a reward if you kill all members of the refugee group.
    • If a refugee has joined the colony before the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is arrested and then recruited, then the quest fails.

Build Monument[edit]

Content added by the Royalty DLC A noble, leader, or machine persona has requested you to create a specific mounument.

When accepting this quest:

  • You will immediately receive a monument marker through drop pod.
  • Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.
  • Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:
    • Loss of goodwill with the faction, if any.
    • Any major threat other than a raid. These are specified by the quest when it is generated.
  • Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.

You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.

Notes:

  • If you want to preserve the monument, then watch out for fire burning up wooden structures. Shuttles from shuttle quests also start the monument destruction timer.
  • You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of manhunting grizzly bears to disrupt an enemy siege, or to call in a sun blocker with a fluid ideoligionContent added by the Ideology DLC, in order to take advantage of the Combat in Darkness precept.

Title Inheritance[edit]

Content added by the Royalty DLC If a pawn with a noble title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a comms console and request it.

This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.

Ferried Bandit Camp[edit]

Content added by the Royalty DLC An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal bandit camp barring the means of travel.

When accepting this quest:

  • A shuttle will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.
  • The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.
  • The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.

As soon as the enemies are "fleeing" (>50% of enemies downed or killed), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. Nota bene: If honor is chosen as a reward, only a pawn that participated in the attack can be given it.

Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make Pod launcher, Transport pod and have enough Chemfuel to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.

Forced Weather[edit]

Content added by the Royalty DLC A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.

When accepting this quest:

You will get the reward immediately upon accepting this quest.

Notes:

  • Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.
  • Forced heat waves and cold snaps will stack with naturally-occurring ones.
  • Forced fog will prevent the usual rain that appears when a fire gets too big. Wildfires can ravage the whole map, including your base.

Hospitality[edit]

Content added by the Royalty DLC A group is asking for you to house their pawns for a certain amount of time.

When accepting this quest:

  • A pawn or multiple pawns will arrive at your base through drop pod or shuttle. These can be animals, prisoners, or human visitors. You must keep them safe for the duration.
    • If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify they appreciate quality accommodation; keeping average mood > 50% will increase goodwill. [How much?]
    • If a pawn is a noble, then you will need a bedroom suitable for their rank to accept the quest. You will also need another bedroom suitable for any of your own nobles.
    • The pawns may come with blood rot. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.
    • The pawns may come with paralytic abasia. They will be unable to move.
  • There may be a specified major threat that arrives with the quest. This threat can arrive at any time during the hospitality stay.
    • If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have +12 On Duty moodlet. However, betraying them will lower goodwill as usual.

Pawn Lending[edit]

Content added by the Royalty DLC A member of an outlander or empire faction is requesting a pawn from your colony.

  • A shuttle will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.
  • The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the plague, then they can die. They will be fed and tended to.

You will get the reward when requested colonists have left the colony.

Rewarded Warfare[edit]

Content added by the Royalty DLC A faction is asking you to fight a mutual enemy.

When accepting this quest:

  • A major threat will be triggered in your colony. This can be a manhunter pack, mechanoid cluster, or one or multiple raids.
    • If there are multiple raids in this quest, the listed raid will be the first raid. The other raids will have the same raid points, but not the same composition.
  • You may receive soldiers under your control. They can die in battle without consequence and will have +12 On Duty moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.[All enemies, or the final wave?] Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.
  • Soldier names like janissary or cataphract correspond to their specific pawnkinds. See Raiders for details.

For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the "Mech cluster buildings have been defeated" message appears.

Shuttle Crash[edit]

Content added by the Royalty DLC A shuttle of the empire has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.

When accepting this quest:

  • A crashed shuttle appears on the map. Landing site unaffected by ship landing beacons. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with biocoded weapons. This shuttle can be deconstructed for Plasteel 35, Steel 20, and Component 5, regardless of the outcome.
  • Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.
  • The rescue shuttle will arrive within 8 hours of the shuttle crash. Downed people must be carried to the shuttle yourself.
  • −10 goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle.
    • Another −10 goodwill if any amount of other occupants misses the shuttle.

Notes:

  • The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.
  • The empire's weapons are all biocoded, with the possibility of the commander having a persona weapon. The armor isn't, but stripping will penalize goodwill, and death acidifiers prevent post-mortem retrieval.
  • Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.

Condition Causer[edit]

Content added by the Royalty DLC A condition causer has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a major threat and not a quest, but it appears in the quests tab.

When this quest appears:

  • The condition causer will appear, until it is destroyed.

Notes

  • If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid proximity activators on the way.
  • Some condition causers can be desirable.

Noble Ceremony[edit]

Content added by the Royalty DLC Your noble has enough honor for a new title. In order to accept this title, you must have a throne room suitable of their title. The map must be clear of the empire's enemies.

When accepting this quest:

  • A bestower and a squad of janissaries will arrive via shuttle.
  • If the bestower is downed via any means, then they'll drop 2 psylink neuroformers. However, downing will lower goodwill with the empire faction regardless of who did it.
  • Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the Bestowing Ceremony ritual will begin.

You will get the reward once the bestowing ceremony finishes, regardless of outcome.

The ceremony is considered a ritual and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at >90% quality.

Ritual Quality 0% 30% 60% 90%
Honor Gained 0 1 2 3

Ideology[edit]

Ancient Complex[edit]

Content added by the Ideology DLC This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a shuttle will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.

You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.

Ancient complexes are scaled to player wealth.[Determined when?]

The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health.

Some rooms are mostly empty, while others contain enemies:

The threads may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on. As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.

You may run into Hermetic crates (contain any item, including techprintsContent added by the Royalty DLC), Security crates (contain equipment), Ancient enemy terminals (call enemy faction) and Ancient comms consoles (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a Flammability of 0%[Verify], making them immune to the fires often started by the explosive fuel nodes.

Analysis[edit]

Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids

It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room

If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.

You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.

You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with

Beggars[edit]

Content added by the Ideology DLC Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.

When this quest appears:

  • Some beggars will appear on your map. They are always unaffiliated with any faction.
  • They will request a random material that you have, like silver, herbal medicine, or beer. They can request up to Silver 700 silver worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.
  • The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the "Travelers Betrayed" notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier.

This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity precept.

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.
  • 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[edit]

Content added by the Ideology DLC A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.

When this quest appears:

  • An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.
  • The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.

The reward is the items on the map. Also counts as a raid for the Raiding precept.

Relic Hunt[edit]

Content added by the Ideology DLC This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.

The Villagers[edit]

 You've learned of an ancient terminal that contains information about the <RELIC NAME>. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.

This sub-quest requires you to send your colonist to the tribe's base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.

Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.

Cryptodrone Intel Hack[edit]

 You've detected an orbiting spacedrone that may contain information about <RELIC NAME>. You have the code that will force it to land at <COLONY NAME>. 

This sub-quest will force a cryptodrone space ship to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.

Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.

Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.

Ancient Complex[edit]

 You've learned of an ancient complex nearby. It is said to contain information about <RELIC NAME>.  - Self-travel description
 <PAWN NAME>, <PAWN TYPE> of <FACTION NAME>, has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as <RELIC NAME>.  - Shuttle-travel description

This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular Ancient Complex quest. To conclude the sub-quest, hack all the ancient terminals within the map.

The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal.

The terminals have a flammability of 0%, making them immune to the fires often started by unstable fuel node explosions.

Relic Retrieval[edit]

Once you have completed 5 subquests, the location will appear. It will be defended by mechanoids, who will wake up in 3 days.

The relic will be inside a reliquary. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.

Pilgrims[edit]

Content added by the Ideology DLC Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours

They may offer gifts or join your colony, similar to the refugees quest

Biotech[edit]

Ancient Transport[edit]

 You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 Tesseron or Militor) 

Content added by the Biotech DLC This quest appears after destroying an ancient exostrider midsection, and using its ancient transponder. You can then choose to accept the quest at your leisure.

When accepting this quest:

The reward is the mechanitor corpse that the ship drops. You can extract the mechlink from this corpse, allowing one of your colonists to become a mechanitor themselves.

Having "Disable exostrider remains" as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor scenario.

Ancient Mechanitor Complex[edit]

 You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. 

Content added by the Biotech DLC Similarly to ancient complex quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.

This is the primary method of obtaining more than one mechanitor in a single playthrough.

Bloodthirsty Parley[edit]

 A sanguophage named <PAWN NAME> is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader <PAWN NAME> is asking for you to host the meeting at <COLONY NAME>. If you accept, 4 sanguophages will arrive at <COLONY NAME> from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. 

Content added by the Biotech DLC Sanguophages are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.

When accepting this quest:

  • Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain).
  • They will reach a set location inside your base, and place a blood torch. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.
  • The sanguophages may be attacked by a raid. If any sanguophages are downed by the raiders, then the quest will fail.

The first reward will always be "Gene implantation"; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.

Sanguophages, unless you have picked the aforementioned gene option, will always start with the Genes Extracted hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get Gene Extracted for ~1.2 years.

Sanguophage Transport[edit]

 You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near <COLONY NAME>. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. 

Content added by the Biotech DLC This quest will force a shuttle to crash on your colony, forcing a pawn with the sanguophage xenotype and a number of mortal thrall pawns to exit the crashed colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.

When accepting this quest:

  • A shuttle lands. After a while, the sanguophage will attack.
  • During or after the attack, thrall reinforcements may appear via drop pod. They can land inside your base.

The reward is the downed sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other human resources.

If Ideology is enabled, an ideoligion with "Cannibal" as their main meme will be created which will be set on all pawns that exits the shuttle.

Wastepack Dumping[edit]

 <PAWN NAME>, <PAWN TYPE> of <FACTION NAME> has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, <PAWN NAME> will deliver <NUMBER> toxic wastepack by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. 

Content added by the Biotech DLC A faction is asking permission to dump toxic waste into your colony.

When accepting this quest:

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[edit]

Mysterious cargo[edit]

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:

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[edit]

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.[Chance unknown.] The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well. One of the fleshsacks will contain a shard.

This quest can generate even if the Monolith has not been activated.

Endgame[edit]

There are 4 distinct ways to see the credits screen:

Ship to the Stars[edit]

The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own ship. This journey offer just gives you a way to leave the planet, without having to research and gather resources for that ship.

This quest appears roughly 20 days from game start.

Requirements:

  • Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% map coverage than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.
  • Prepare defenses and activate the ship reactor, which takes 15 days. During this time, you will be assaulted by countless raids - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. This means that you should expect a minimum of 1 raid per day, often multiple.

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.

Failure conditions:

  • Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the ship reactor is destroyed, then you will need to start the 15 day activation process again.
  • Doing The Archonexus chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer ("the ship will fly away as you're settling the new colony")

For tips on traveling to the journey offer and defending Whitestone's ship, see Endings.

After the ship reactor has activated, all you have to do is load your colonists and escape the planet.

Royal Ascent[edit]

Content added by the Royalty DLC The High Stellarch of the empire is willing to perform a customary visit to any noble of the Count rank or higher. If all goes well, then your colonists can leave to space via shuttle.

This quest will appear roughly 35 days from colony start.

Requirements:

  • Have a colonist of Count rank and not be hostile to the empire faction.
  • 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.
  • House the High Stellarch for 12 days, a controllable guest. You can't just use a cryptosleep casket to preserve the stellarch until the end.
  • Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days.
  • The High Stellarch must be kept above 25% average mood for the duration of his stay.

You will also receive 4 cataphract-level soldiers (Stellic Wardens or Defenders). These soldiers can die without consequence. Like any other soldier guest, they will have the +12 On Duty moodlet. However, some of them will be conceited nobles. This includes the ability to use psycasts.

Failure conditions:

  • High Stellarch dies.
  • High Stellarch mood is too low for too long.
  • The empire faction becomes hostile to you.

Your count/countess does not have to stay alive in order succeed the quest.

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.

If you've completed this quest, then a shuttle will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking "Get into shuttle".

The Archonexus[edit]

Content added by the Ideology DLC The archonexus core is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.

This quest first appears once you reach $150,000 colony wealth.

Part 1:

 A group of wild people/<FACTION NAME> are/is looking to expand their territory, and are interested in taking over <COLONY NAME> with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus.  - Part 1 Description 

In order to accept this quest, you must have a colony wealth of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed.

When accepting this part of the quest:

  • All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
  • You will start a new colony, anywhere on the map.
    • You can bring 5 colonists, 5 animals, 1 relic, and 7 stacks of items. You can bring different amounts of different items; the list can be seen at List of items. In addition, you will start with supplies from your scenario. Food, equipment, but not building materials from scenario are given.
  • Whitestone's ship for the Ship to the Stars quest will fly away, failing the actual quest. You can still build your own ship, if so desired.

No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival. Growing season at the destination might affect the player's timing for accepting the quest.

Once your colonists have landed in their new colony, the major archotech structure be present in the center of the map. It must be studied in order to continue.

Part 2:

 The map to the archonexus has three parts, and you hold one of them. <FACTION A NAME> and <FACTION B NAME> also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here.  - Part 2 Description 

Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.

When accepting this part of the quest:

  • All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question.
  • You will start a new colony, anywhere on the map. Same items as last time.

On the third colony (2nd restart), you will have a grand archotech structure instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.

Part 3:

 You have two parts of the archonexus map. <FACTION B NAME> have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure.  - Part 3 Description

Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure.

Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a total of 3 colonies at $350,000 wealth and need to reset 2 times.

When accepting this part of the quest:

  • Progress will not be reset. You must travel to the archonexus core, as indicated on the world map.
  • Once you have reached the archonexus core, all you have to do is activate it. There will be hostile mechanoids, but these can be ignored.

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[edit]

Content added by the Anomaly DLC You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.

Entity Codex:

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.

  • 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[edit]

  • 0.18.1722 - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.
  • Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests.
  • 1.1.0 - Quest tab with information about available, active, and historical quests added.
  • 1.1.2563 - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.
  • 1.1.2654 - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
  • 1.2.2719 - Shuttle defense, Refugee hospitality, and Bandit camp quests added.
  • 1.2.2753 - Trade requests will no longer request patchleather.
  • 1.3.3066 - Betraying temporary colonists, such as for the Refugee Hospitality quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.
  • 1.3.3074 - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
  • 1.3.3287 - Improve some charity quest-related message texts.
  • 1.4.3523 - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.
  • 1.4.3525 - Adjust some quest text to be a bit less dark.
  • 1.4.3542 - Fix: Quest lodgers can do the "give up and exit" mental break.
  • 1.4.3555 - Reduced the frequency of sanguophage-related quests. Increased frequency of genepacks in quest rewards.
  • 1.4.3558 - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.