Difference between revisions of "Entities"
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== Containment == | == Containment == | ||
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There are two ways to secure an Entity for study once it has been downed, with a '''Holding Spot''' or with a '''Holding Platform'''. Both structures are 3x3.The Holding Spot builds instantly and costs nothing, but is less effective at restraining an Entity than a Holding Platform, at 70% efficiency. Each Entity has a Min. Containment Strength which, if not exceeded by the Containment Strength of the Holding Spot/Platform, will allow the entity to quickly break free and either attack or escape. If the Containment Strength exceeds the Min. Containment Strength of the Entity (which can be found on the Stats page of a given Entity under "Containment") the duration between break outs significantly increases. Generally, the stronger the entity the higher the Min Containment Strength of that entity. | There are two ways to secure an Entity for study once it has been downed, with a '''Holding Spot''' or with a '''Holding Platform'''. Both structures are 3x3.The Holding Spot builds instantly and costs nothing, but is less effective at restraining an Entity than a Holding Platform, at 70% efficiency. Each Entity has a Min. Containment Strength which, if not exceeded by the Containment Strength of the Holding Spot/Platform, will allow the entity to quickly break free and either attack or escape. If the Containment Strength exceeds the Min. Containment Strength of the Entity (which can be found on the Stats page of a given Entity under "Containment") the duration between break outs significantly increases. Generally, the stronger the entity the higher the Min Containment Strength of that entity. | ||
Revision as of 05:05, 21 April 2024
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Entities are the major threats of the Anomaly DLC. After a colonist investigates the monolith, entities will begin to spawn. All entities will appear in the Entity Codex after being discovered. Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will be automatically set to study them which will advance progress in the Anomaly Tech Tree.
For more information while this page is under construction, see Anomaly
Overview
Entity List
Basic
Entity | Description | |
---|---|---|
Void monolith | A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns. | |
Harbinger tree | A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky. | |
Fleshbeast | Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts. | |
Sightstealer | Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts. | |
Shambler | Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days. | |
Ghoul | A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine. | |
Gorehulk | A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes. Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close. It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence. | |
Deathpall | A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life. |
Advanced
Entity | Description | |
---|---|---|
Pit gate | A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below. | |
Dreadmeld | A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow. | |
Fleshmass heart | The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything. The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself. Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass. | |
Fleshmass nucleus | The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power. It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart. | |
Chimera | A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit. It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind. | |
Devourer | A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after. | |
Noctolith | A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core. If you destroy the pillar, you can recover a shard of dark archotech. | |
Noctol | A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably. | |
Revenant | A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night. Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it. A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire. | |
Metalhorror | A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid. While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh. An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed. | |
Nociosphere | A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it. The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it. | |
Blood rain | A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage. | |
Twisted obelisk | A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it. You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena. | |
Corrupted obelisk | A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it. You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena. | |
Warped obelisk | A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it. You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena. | |
Golden cube | A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface. The cube seems impervious to most damage. | |
Unnatural corpse | An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it. |
Ultimate
Entity | Description | |
---|---|---|
Void structure | A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding. | |
Void node | A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void. |
Containment
There are two ways to secure an Entity for study once it has been downed, with a Holding Spot or with a Holding Platform. Both structures are 3x3.The Holding Spot builds instantly and costs nothing, but is less effective at restraining an Entity than a Holding Platform, at 70% efficiency. Each Entity has a Min. Containment Strength which, if not exceeded by the Containment Strength of the Holding Spot/Platform, will allow the entity to quickly break free and either attack or escape. If the Containment Strength exceeds the Min. Containment Strength of the Entity (which can be found on the Stats page of a given Entity under "Containment") the duration between break outs significantly increases. Generally, the stronger the entity the higher the Min Containment Strength of that entity.
The Holding Spot and Holding Platform do not appear to intrinsically provide any bonus to containment, but instead derive their strength from other factors. These include: - How brightly illuminated the room is - The average HP of the walls - The average HP of the door - If the floor is covered with Biorferrite Plate - If any special facilities are present, such as the Shard Inhibitor or Bioferrite Harvestor - The temperature of the room - If other Entities are also restrained in the room
Thus a Containment Cell (the room type of a room with a Holding Spots or Holding Platform in it) with only one occupant, restrained in a Holding Platform, in a brightly lit room, made with uranium doors and walls, will be much more secure than a Containment Cell with multiple occupants, restrained in Holding Spots, in an unlit room, made with wooden doors and walls. Also a badly injured entity will unable to breakout similar to prisoners or slaves.
Study
Version history
- Anomaly DLC Release - Added.
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