Difference between revisions of "Ancient shrine"

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(→‎Dealing with the danger: added fleshbeasts i don't think the {{AnomalyIcon}} needs to be spammed looks a bit ugly otherwise)
 
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[[File:Ancient_danger.PNG|400px|right|thumb|Ancient shrine pre-1.1]]
 
[[File:Ancient_danger.PNG|400px|right|thumb|Ancient shrine pre-1.1]]
  
'''Ancient shrines''', commonly referred to as '''Ancient dangers''' due to the event card, are large structures that spawn on the map upon generation. They take the form of massive unexplored rooms.
+
'''Ancient shrines''', commonly referred to as '''ancient dangers''' due to the event card, are large structures that spawn on the map upon generation. They take the form of a massive, unexplored room.
 +
though they may be damaged somehow after map generation. If they spawn damaged, they are most likely [[ruins]].
  
The walls of the shrine always begin undamaged and in perfect condition, though they may be damaged somehow after map generation. If they spawn damaged, they are most likely [[ruins]].
+
Having a colonist walk by the walls of the structure will trigger an [[Events/Incidental#Ancient danger|Ancient danger event]] prompting:
  
Having a colonist walk by the walls of the structure will trigger an [[Events#Ancient Danger|Ancient danger event]] prompting:
+
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''
  
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''
+
== Description ==
 +
Ancient shrines are large rooms of stone or steel walls. In contrast to [[ruin]]s, the walls of the shrine always begin undamaged and in perfect condition. Ancient shrines generate either partially or completely under natural [[rock]] formations. Ancient shrines are not guaranteed to spawn on small or medium maps, but will always spawn on larger map sizes. Two or more may spawn on the largest map sizes.
  
== Description ==
+
There are two components to the shrine's "danger":
Ancient shrines are large rooms built of undamaged stone or steel walls (if they are damaged, they are almost certainly part of a [[ruin]]) partially or completely under a mountain that contain at least one of the following: [[ancient cryptosleep casket]]s, [[artifact]]s such as [[psychic animal pulser]]s or [[psychic insanity lance]]s, bug [[hive]]s, [[luciferium]] or [[mechanoid]]s. Due to being fully enclosed, one cannot see within the room (except for corners with hives), and hovering over the grayed out area as seen in the picture will only say 'Undiscovered' in the bottom left corner.  The only way to find out what is inside is to deconstruct a wall section or blast a hole in. It is highly suggested to take the latter option, however, because deconstructing requires the pawn to touch the wall, and if you're unlucky enough, a scyther is on the other side waiting for you. Haulers are also discouraged to open these rooms as they may attempt to take the stone blocks from the deconstruction, exposing themselves to hostiles within. When selecting a character to deconstruct, make sure to toggle its mode from Attack to Flee or it may engage hostiles instantly against your will. Ancient shrines are not guaranteed to spawn on small or medium maps but will always spawn on either of the large map sizes. Two or more may spawn of one of the largest map sizes.
+
* A non-human threat immediately revealed when opening the shrine. This can be either [[mechanoid]]s, [[insectoid]]s with their requisite bug [[hive]]s, or even a few [[fleshbeast]]s {{AnomalyIcon}} if the [[Anomaly]] DLC is installed. Beware - even [[centipede]]s can appear in an ancient shrine.
 +
* The beings inside the [[ancient cryptosleep casket]]s. They are not always hostile. This can contain a human, a human and a [[megascarab]], a group of megascarabs, or nothing. Humans will belong to one of two [[Ancient]]s factions; one faction is hostile, the other faction starts off neutral. Megascarabs are always non-hostile. Opening 1 ancient cryptosleep casket will open all the caskets. Humans may spawn [[downed]] or as [[corpse]]s.
 +
 
 +
Due to being fully enclosed, one cannot see within the shrine, and hovering over the grayed out area as seen in the picture will only say 'Undiscovered' in the bottom left corner.  The only way to find out what is inside is to deconstruct or destroy a wall section.
 +
 
 +
There are many rewards within the ancient shrine. It can contain [[artifact]]s such as [[psychic animal pulser]]s or [[psychic insanity lance]]s, and valuable items like [[luciferium]] are common. Ancients often carry [[plasteel]], [[gold]], and [[advanced component]]s; even their [[corpse]]s carry loot. Ancients can spawn with [[synthread]] and [[hyperweave]] clothing, [[power armor]], high quality weaponry, or may be naked.
 +
 
 +
In addition to the loot, ancient shrines will contain ancient cryptosleep caskets, [[table]]s of different sizes, [[column]]s, and/or [[urn]]s. Their floors are generally made out of [[flagstone]], [[steel tile]], or [[stone tile]]. These can all be deconstructed.
 +
 
 +
== Analysis ==
 +
===Dealing with the danger===
 +
[[File:Ancient danger traps.png|thumb|400px|right|A [[spike trap]] tunnel, likely able to kill anything short of [[centipede]]s.<br>Build the traps first, then the walls.]]
 +
When opening the ancient shrine, it is recommended to not deconstruct the wall, but to destroy it with ranged weaponry. This gives you some distance to deal with [[scyther]]s and other threats. Make sure to keep colonists [[draft]]ed, or toggle their [[threat response]] from Attack to Flee.
 +
 
 +
The [[spike trap]] tunnel on the right is likely to take out [[scyther]]s, [[lancer]]s, and [[megaspider]]s that inhabit the shrine. For [[centipede]]s, it is recommended to have a [[bolt-action rifle]] or [[sniper rifle]] on hand and [[kiting|kite]] the centipedes.
 +
 
 +
[[Fleshbeasts]]{{AnomalyIcon}} are a bit more resistant to trap tunnels due to [[trispike]]s, and [[bulbfreak]]s splitting upon death, leading to [[fingerspike]]s setting off the majority of traps.
 +
 
 +
If a trade [[caravan]] happens to spawn near the ancient danger, you can open it. Caravans likely have enough firepower to clear the entire danger, or at least, severely weaken it. In a similar fashion, shooting an ancient cryptosleep casket will unleash its ancients - mechs, insects, and ancients should all fight each other.
 +
<div style="clear:right"></div>
 +
 
 +
===Dealing with ancients===
 +
[[File:Ancient danger prisoner.png|thumb|300px|right|"Ancient soldiers" have shockingly little resistance, so long as they are captured (and not rescued first).]]
 +
 
 +
The shrine itself contains a lot of loot, but so does its ancients. Even if the ancients are neutral, it is worthwhile to [[arrest|capture]] or kill them for assault weaponry, armor, and materials. If a stray bullet doesn't hit the cryptosleep caskets, they should remain closed, even after renovating the rest of the danger.
 +
 
 +
If captured, ancient soldiers have incredibly low resistance, making them very quick recruits.
 +
 
 +
*'''Using fire'''
 +
By using [[fire]], you can attack ancients without a gunfight.
 +
 
 +
First, enclose the shrine with a [[door]], so that it is "Inside" for [[temperature]] purposes. Place some fuel and raise the temperature up high. Contiously throw [[molotov cocktail]]s or other flame weapons until the room hits at least {{Temperature|200}}. Then shoot the cryptosleep caskets. Both hostile and friendly units will be downed through [[heatstroke]], avoiding the usual death on down chance.
 +
 
 +
The ancient cryptosleep caskets will be at risk of destruction, which can kill ancients and damage gear. But they have quite a bit of health, so you can extinguish important items and capture important pawns before that happens.
 +
 
 +
Note that pawns that are downed by heatstroke are subject to the [[Downed#Death on Down|death on down]] chance, so this cannot be used to easily capture prisoners.
  
The ancient shrine will contain ancient cryptosleep caskets, described below, [[table]]s of different sizes, [[column]]s, and/or [[urn]]s. The floors will generally be made out of [[flagstone]]s, [[steel tile]]s, or just [[stone tile]]s. The shrine can also provide a decently clean room (after any slime or dirt from ancients or bugs have been room) for a kitchen or hospital earlier in the game.
+
<gallery widths="400px" heights="400px" class="left" mode="nolines">
 +
File:Ancient danger fire.png|'''Fire being used to handle an [[ancient shrine]]'s cryptosleep caskets, once the initial threats are cleared.<br>Place some fuel, toss molotovs from outside until the room is hot enough, then shoot the caskets to open them. '''
 +
File:Ancient danger fire2.png|'''Even with enemy [[firefoam pop pack]]s: it isn't the fire that kills, its the heatstroke (usually).'''
 +
</gallery>
  
=== Ancient cryptosleep caskets ===
+
===Getting the ancients to deal with the danger===
Each [[Ancient cryptosleep casket|casket]] contains either a human belonging to one of the [[Ancients]] factions, an ancient and a [[megascarab]], a group of megascarabs, or nothing. The humans can be neutral or hostile, and can also spawn wounded, downed or dead. All caskets open simultaneously when any one of them is manually opened or attacked. Once opened, those capable of walking may start to wander around, others will try to escape to the map edges or attack your colonists. Anything living that emerges will be afflicted with [[cryptosleep sickness]]. If captured, these people typically have a low recruitment difficulty.
+
If you encounter unexpectedly powerful danger in the shrine and they refuse to leave the shrine to fall to your traps. You can shoot the cryptosleep casket to wake the ancients up. They will be targeted by the existing threat in the shrine; hostile ancients will fight back, eliminating themselves in the process.
  
These spacers can spawn with [[synthread]] and [[hyperweave]] clothing, [[power armor]], or may be naked. They can be equipped with an industrial or spacer weapon, and sometimes come with [[plasteel]], [[component]]s, and [[gold]] in their inventories which drop when they are downed, captured or stripped. See the [[Ancients#Pawns|Ancients]] page for details. Characters recruited will be added not last in the colonist bar as with common recruits but, after your starter colonists and before any other incorporated later on to the roster.
+
If you want to recruit any neutral ancient, get a well-armored pawn to arrest them as soon as the threat is engaged with other ancients. Don't wait for them to go unconcious, as they might be targeted and killed by the threat.
  
These spacers can be taken advantage of, providing your pawns assault weaponry, armor, and some precious gold that is eventually used for the [[multi-analyzer]]. early in the game. To do this, the ancients should not be shot, but be downed by heat. This can be achieved by raising the [[temperature]] of the shrine to ~200° Celsius, but not above 270°, as items will begin to auto-ignite. The caskets should be then shot at by a pawn standing between opened doors, slowing the rate at which heat escapes from the room. After the caskets are opened, close the door. The ancients will quickly be downed by the heat, but some hostile ancients may die due to the "enemy death on down chance" setting in the game. Once [[heatstroke]] severity reaches around 70%, you can strip and capture the pawns.
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== Loot table ==
 +
{{Rewrite|reason= Percentages based on a random sample - multiple runs of each same need to be done to verify their accuracy. Dev Mode ->  Open Debug Logging Menu -> Thing Set Maker Sampled -> MapGen_AncientTempleContents}}
 +
The following loot can be found scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine. For stackable items, it is currently unclear how the size of the stack to be spawned is generated.{{Check Tag|Detail Needed}}
  
These caskets can be claimed and used later by your colonists. Thus, ancient dangers may be worth opening specifically to utilize them - such as when one of your most valuable pawns is dying from a disease in the early game or when an addicted pawn has run out of [[luciferium]]. Deconstructing the caskets yields steel and a small amounts of the somewhat rare resource [[uranium]].
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{| class="wikitable sortable"
 +
|-
 +
! rowspan="2"| Item !! colspan="4" | Chance per shrine
 +
|-
 +
! Core-only !! Royalty DLC !! Ideology DLC !! Royalty + Ideology
 +
|-
 +
| [[Psychic soothe pulser]]
 +
| 47% || ? || ? || 45%
 +
|-
 +
| [[Psychic animal pulser]]
 +
| 46% || ? || ? || 44%
 +
|-
 +
| [[Advanced component]]
 +
| 39% || ? || ? || 35%
 +
|-
 +
| [[Luciferium]]
 +
| 36% || ? || ? || 39%
 +
|-
 +
| [[Glitterworld medicine]]
 +
| 34% || ? || ? || 37%
 +
|-
 +
| [[Resurrector mech serum]]
 +
| 2.4% || ? || ? || 0.6%
 +
|-
 +
| [[Joywire]]
 +
| 2.2% || ? || ? || 1.8%
 +
|-
 +
| [[Painstopper]]
 +
| 2.2% || ? || ? || 1%
 +
|-
 +
| [[Bionic spine]]
 +
| 2% || ? || ? || 1.2%
 +
|-
 +
| [[Skilltrainer]] ([[Artistic]])
 +
| 2% || ? || ? || 1.4%
 +
|-
 +
| [[Skilltrainer]] ([[Cooking]])
 +
| 1.8% || ? || ? || -
 +
|-
 +
| [[Skilltrainer]] ([[Intellectual]])
 +
| 1.8% || ? || ? || 1.4%
 +
|-
 +
| [[Bionic eye]]
 +
| 1.6% || ? || ? || 1%
 +
|-
 +
| [[Bionic leg]]
 +
| 1.6% || ? || ? || 1%
 +
|-
 +
| [[Marine helmet]]
 +
| 1.6% || ? || ? || 1.6%
 +
|-
 +
| [[Doomsday rocket launcher]]
 +
| 1.6% || ? || ? || 1%
 +
|-
 +
| [[Orbital bombardment targeter]]
 +
| 1.6% || ? || ? || 2.6%
 +
|-
 +
| [[Skilltrainer]] ([[Construction]])
 +
| 1.6% || ? || ? || 0.8%
 +
|-
 +
| [[Skilltrainer]] ([[Crafting]])
 +
| 1.6% || ? || ? || 2%
 +
|-
 +
| [[Grand sculpture]]
 +
| 1.4% || ? || ? || 1%
 +
|-
 +
| [[Healer mech serum]]
 +
| 1.4% || ? || ? || 0.4%
 +
|-
 +
| [[Marine armor]]
 +
| 1.4% || ? || ? || 1.4%
 +
|-
 +
| [[Assault rifle]]
 +
| 1.4% || ? || ? || 1.8%
 +
|-
 +
| [[Skilltrainer]] ([[Medical]])
 +
| 1.4% || ? || ? || 1.6%
 +
|-
 +
| [[Bionic heart]]
 +
| 1.2% || ? || ? || 2%
 +
|-
 +
| [[Techprof subpersona core]]
 +
| 1.2% || ? || ? || 0.4%
 +
|-
 +
| [[Antigrain warhead]]
 +
| 1.2% || ? || ? || 1.2%
 +
|-
 +
| [[Charge rifle]]
 +
| 1.2% || ? || ? || 1.2%
 +
|-
 +
| [[Archotech arm]]
 +
| 1% || ? || ? || 0.6%
 +
|-
 +
| [[Power claw]]
 +
| 1% || ? || ? || 0.8%
 +
|-
 +
| [[Megascreen television]]
 +
| 1% || ? || ? || 1.4%
 +
|-
 +
| [[Charge lance]]
 +
| 1% || ? || ? || 1%
 +
|-
 +
| [[Orbital power beam targeter]]
 +
| 1% || ? || ? || 1.2%
 +
|-
 +
| [[Skilltrainer]] ([[Skills#Animals|Animals]])
 +
| 1% || ? || ? || 1.6%
 +
|-
 +
| [[Archotech eye]]
 +
| 0.8% || ? || ? || 1.4%
 +
|-
 +
| [[Archotech leg]]
 +
| 0.8% || ? || ? || 1.2%
 +
|-
 +
| [[Bionic arm]]
 +
| 0.8% || ? || ? || 1.2%
 +
|-
 +
| [[Flatscreen television]]
 +
| 0.8% || ? || ? || 0.4%
 +
|-
 +
| [[Skilltrainer]] ([[Shooting]])
 +
| 0.8% || ? || ? || 1.4%
 +
|-
 +
| [[Skilltrainer]] ([[Melee]])
 +
| 0.8% || ? || ? || 1.2%
 +
|-
 +
| [[Skilltrainer]] ([[Skills#Social|Social]])
 +
| 0.8% || ? || ? || 0.4%
 +
|-
 +
| [[Triple rocket launcher]]
 +
| 0.6% || ? || ? || 0.8%
 +
|-
 +
| [[Tornado generator]]
 +
| 0.6% || ? || ? || 0.8%
 +
|-
 +
| [[Skilltrainer]] ([[Skills#Plants|Plants]])
 +
| 0.6% || ? || ? || 1.6%
 +
|-
 +
| [[Skilltrainer]] ([[Skills#Mining|Mining]])
 +
| 0.4% || ? || ? || 1.8%
 +
|-
 +
| [[Techprint]] ([[Research#Skin hardening|Skin hardening]])
 +
| - || ? || - || 5.6%
 +
|-
 +
| [[Techprint]] ([[Research#Cataphract armor|Cataphract armor]])
 +
| - || ? || - || 4.6%
 +
|-
 +
| [[Techprint]] ([[Research#Jump packs|Jump packs]])
 +
| - || ? || - || 5.6%
 +
|-
 +
| [[Techprint]] ([[Research#Neural computation|Neural computation]])
 +
| - || ? || - || 4.2%
 +
|-
 +
| [[Techprint]] ([[Research#Brain wiring|Brain wiring]])
 +
| - || ? || - || 3.8%
 +
|-
 +
| [[Techprint]] ([[Research#Molecular analysis|Molecular analysis]])
 +
| - || ? || - || 3.8%
 +
|-
 +
| [[Techprint]] ([[Research#Specialized limbs|Specialized limbs]])
 +
| - || ? || - || 3.6%
 +
|-
 +
| [[Techprint]] ([[Research#Artificial metabolism|Artificial metabolism]])
 +
| - || ? || - || 3.6%
 +
|-
 +
| [[Techprint]] ([[Research#Compact weaponry|Compact weaponry]])
 +
| - || ? || - || 3.4%
 +
|-
 +
| [[Techprint]] ([[Research#Flesh shaping|Flesh shaping]])
 +
| - || ? || - || 3.4%
 +
|-
 +
| [[Techprint]] ([[Research#Poison synthesis|Poison synthesis]])
 +
| - || ? || - || 3.2%
 +
|-
 +
| [[Techprint]] ([[Research#Circadian influence|Circadian influence]])
 +
| - || ? || - || 3%
 +
|-
 +
| [[Techprint]] ([[Research#Healing factors|Healing factors]])
 +
| - || ? || - || 2.2%
 +
|-
 +
| [[Orbital mech cluster targeter]]
 +
| - || ? || - || 1%
 +
|}
  
 
=== Ruined objects and crates ===
 
=== Ruined objects and crates ===
Line 31: Line 255:
 
* [[Version/0.12.906|0.12.906]] - [[Artifact]]s now found inside.
 
* [[Version/0.12.906|0.12.906]] - [[Artifact]]s now found inside.
 
* 1.1 - generation was reworked to improve their structural style. Prior to that, they were merely a room built out of stone.
 
* 1.1 - generation was reworked to improve their structural style. Prior to that, they were merely a room built out of stone.
 +
* [[Version/1.3.3066|1.3.3066]] - Ancient dangers will no longer be generated with hostile mechs in peaceful mode.
 +
 +
[[Category:Environment]]

Latest revision as of 07:17, 14 November 2024

Ancient shrine pre-1.1

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

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

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

Description[edit]

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

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

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

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

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

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

Analysis[edit]

Dealing with the danger[edit]

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

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

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

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

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

Dealing with ancients[edit]

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

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

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

  • Using fire

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

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

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

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

Getting the ancients to deal with the danger[edit]

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

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

Loot table[edit]

The following loot can be found scattered on the floor of an ancient shrine. The percentage relates to the chance that the loot in question will occur in a given ancient shrine. For stackable items, it is currently unclear how the size of the stack to be spawned is generated.[Detail Needed]

Item Chance per shrine
Core-only Royalty DLC Ideology DLC Royalty + Ideology
Psychic soothe pulser 47% ? ? 45%
Psychic animal pulser 46% ? ? 44%
Advanced component 39% ? ? 35%
Luciferium 36% ? ? 39%
Glitterworld medicine 34% ? ? 37%
Resurrector mech serum 2.4% ? ? 0.6%
Joywire 2.2% ? ? 1.8%
Painstopper 2.2% ? ? 1%
Bionic spine 2% ? ? 1.2%
Skilltrainer (Artistic) 2% ? ? 1.4%
Skilltrainer (Cooking) 1.8% ? ? -
Skilltrainer (Intellectual) 1.8% ? ? 1.4%
Bionic eye 1.6% ? ? 1%
Bionic leg 1.6% ? ? 1%
Marine helmet 1.6% ? ? 1.6%
Doomsday rocket launcher 1.6% ? ? 1%
Orbital bombardment targeter 1.6% ? ? 2.6%
Skilltrainer (Construction) 1.6% ? ? 0.8%
Skilltrainer (Crafting) 1.6% ? ? 2%
Grand sculpture 1.4% ? ? 1%
Healer mech serum 1.4% ? ? 0.4%
Marine armor 1.4% ? ? 1.4%
Assault rifle 1.4% ? ? 1.8%
Skilltrainer (Medical) 1.4% ? ? 1.6%
Bionic heart 1.2% ? ? 2%
Techprof subpersona core 1.2% ? ? 0.4%
Antigrain warhead 1.2% ? ? 1.2%
Charge rifle 1.2% ? ? 1.2%
Archotech arm 1% ? ? 0.6%
Power claw 1% ? ? 0.8%
Megascreen television 1% ? ? 1.4%
Charge lance 1% ? ? 1%
Orbital power beam targeter 1% ? ? 1.2%
Skilltrainer (Animals) 1% ? ? 1.6%
Archotech eye 0.8% ? ? 1.4%
Archotech leg 0.8% ? ? 1.2%
Bionic arm 0.8% ? ? 1.2%
Flatscreen television 0.8% ? ? 0.4%
Skilltrainer (Shooting) 0.8% ? ? 1.4%
Skilltrainer (Melee) 0.8% ? ? 1.2%
Skilltrainer (Social) 0.8% ? ? 0.4%
Triple rocket launcher 0.6% ? ? 0.8%
Tornado generator 0.6% ? ? 0.8%
Skilltrainer (Plants) 0.6% ? ? 1.6%
Skilltrainer (Mining) 0.4% ? ? 1.8%
Techprint (Skin hardening) - ? - 5.6%
Techprint (Cataphract armor) - ? - 4.6%
Techprint (Jump packs) - ? - 5.6%
Techprint (Neural computation) - ? - 4.2%
Techprint (Brain wiring) - ? - 3.8%
Techprint (Molecular analysis) - ? - 3.8%
Techprint (Specialized limbs) - ? - 3.6%
Techprint (Artificial metabolism) - ? - 3.6%
Techprint (Compact weaponry) - ? - 3.4%
Techprint (Flesh shaping) - ? - 3.4%
Techprint (Poison synthesis) - ? - 3.2%
Techprint (Circadian influence) - ? - 3%
Techprint (Healing factors) - ? - 2.2%
Orbital mech cluster targeter - ? - 1%

Ruined objects and crates[edit]

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

Version history[edit]

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