Difference between revisions of "Relic"
Line 30: | Line 30: | ||
* [[Psychic insanity lance]]. Psychic insanity lances have a relic chance of 5. | * [[Psychic insanity lance]]. Psychic insanity lances have a relic chance of 5. | ||
− | Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise act the same as other weapons. | + | Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise act the same as other weapons. Note that the pilgrim quests, as well as the mood and certainty buffs require the relic to be placed in a reliquary and that being carried makes the relics loss or destruction possible. These factors must be taken into account when choosing whether to enshrine or wield relic weapons. |
The items will be renamed with randomly generated name and stuffable items will have a random stuff type chosen. Both can be specified by the player during ideoligion creation. | The items will be renamed with randomly generated name and stuffable items will have a random stuff type chosen. Both can be specified by the player during ideoligion creation. |
Revision as of 06:41, 1 March 2023
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Detail on pilgrims, and more in general. |
Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders.
A relic is a holy item revered by your ideoligion, ideally placed in a reliquary. In order to be obtained, they must be found through a 5 part quest.
Summary
Relics are chosen through the ideoligion creation screen: either at the beginning of your game, or possibly later on if the Fluid Ideoligion option is chosen.
Relics are revered by your ideoligion, so pawns of that ideoligion will receive buffs accordingly:
- Finding any relic will give fluid ideoligions +5 development points
- Finding all the sacred relics gives a +15 mood bonus for 15 days. This only stacks once, even if new relics are chosen via a fluid ideoligion and acquired.
- Relics being present at a ritual, i.e. installed in a reliquary in the temple used for the ritual, gives a small mood bonus for 4 days depending on the number of relics present. One relic gives +2, two gives +3, and three gives +4.
- A relic installed in a reliquary gives an additional bonus to certainty loss inflicted by conversion attempted by pawns from that ideoligion on the same map as the reliquary,[Verify] including the Moral guide's Convert ability. The size of the increase depends on the number of relics currently held. See Conversion for details.
A relic being lost or destroyed causes a mood malus of −5 for 30 days. Lost and destroyed stack separately and can each stack up to five times.
Relics will sometimes be mentioned by name in the randomly generated lore associated with the ideoligion.
Relic types
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: What happens when a consumable relic is used?. |
Relics can be a range of different items. These include:
- Inert relics: A term used internally for dedicated relic items, or items that serve no other purpose than to act as relics. Inert relics have a relic chance of 5.
- Weapons: Almost any obtainable weapon in the game can be selected. Exceptions include the triple and doomsday rocket launchers, frag and EMP grenades, molotov cocktails, and pila. All weapons have a relic chance of 1 with the following exceptions:
- Psychic animal pulser. Psychic animal pulsers have a relic chance of 5.
- Psychic soothe pulser. Psychic soothe pulsers have a relic chance of 5.
- Psychic shock lance. Psychic shock lances have a relic chance of 5.
- Psychic insanity lance. Psychic insanity lances have a relic chance of 5.
Weapons will always be of legendary quality, if possible (e.g. a thrumbo horn has no quality), but otherwise act the same as other weapons. Note that the pilgrim quests, as well as the mood and certainty buffs require the relic to be placed in a reliquary and that being carried makes the relics loss or destruction possible. These factors must be taken into account when choosing whether to enshrine or wield relic weapons.
The items will be renamed with randomly generated name and stuffable items will have a random stuff type chosen. Both can be specified by the player during ideoligion creation.
If a relic is a persona weapon, its persona traits will be generated at the same time as a quest[Which quest?]. This means that a player may load a previous savegame to re-randomize an artifact persona weapon's traits if they are not favorable, providing that the storyteller is not in commitment mode.
Inert relics
Dedicated relic items, or items that serve no other purpose than to act as relics. All inert relics are stuffable and have the same stats. They only differ in stuff options and texture.
General stats:
- Description: An object with ideoligious significance.
- Mass: 1.5
- HP: 200
- Beauty: 1
- Market Value: 5000
- Stack limit: 1
- Stuff count: 100 (Defined, but seemingly not used)
- Tech level: Archotech
Type | Stuff options | |
---|---|---|
Chalice | Metallic, Stony | |
Pendant | Metallic | |
Box | Metallic, Woody, Stony | |
Tablet | Stony | |
Fragment | Metallic, Stony | |
Hilt | Metallic, Stony | |
Ark | Metallic | |
Cube | Metallic, Woody, Stony |
Pilgrims
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
Pilgrims come and see the relic if its in a reliquary.
If you deny them, depending on your Charity precept, you get a mood penalty for not letting them see the relic, and a larger one for betraying them.
- Essential: -8, -12
- Important: -4, -8
- Worthwhile: -2, -6
Acquisition
In order to obtain a relic, you must participate in 5 different subquests, then travel to the relic's location. Subquests can repeat; if you fail one, more will appear later on. If a fluid ideoligion is reformed to no longer venerate a specific relic, quests related to that relic will be deactivated.
There are 4 different types of subquest:
A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.
The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshiping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.
An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??.
The exact same as the above quest, but the quest giver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.
After completing 5 subquests, the relic's location will be revealed.
You are able to travel to an ancient structure, which is guarded by initially dormant mechanoids. If the Biotech DLC is enabled, this contingent will include mechanoids from that DLC, but not mechanoid commanders.
The mechs will wake up after 3 days have passed,[From when?] but there is no other time pressure. The structure contains a reliquary containing the relic. The relic can be extracted from the reliquary, ending the quest. The mechanoids will awaken the moment extraction is begun and extracting the relic takes 5 seconds. Afterwards, the reliquary can be deconstructed for valuable gold.