Difference between revisions of "Twisted obelisk"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
{{Spoiler}}
{{Recode|reason=Missing infobox}}
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{{Infobox main|entity
{{Infobox main|building
 
 
| name = Twisted obelisk
 
| name = Twisted obelisk
 
| image = Twisted obelisk.png
 
| image = Twisted obelisk.png
<!-- | description = -->
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| description = 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.<br /><br />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.<br /><br />You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.
 +
<!-- Base Stats -->
 
| type = Entity
 
| type = Entity
 
| type2 = Advanced
 
| type2 = Advanced
| placeable = false
+
| hp = 3000
 +
| flammability = 0
 +
<!-- Meditation -->
 +
| meditation psyfocus bonus = 0.24
 +
| focus type = Void
 +
<!-- Activity -->
 +
| starting range = 0.2~0.4
 +
| change per day base = 0.2
 +
| change per damage = 0.001
 +
| warning = 0.9
 +
| activity worker class = ObeliskActivityWorker
 +
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)
 +
<!-- Containment - Studiable -->
 +
| anomaly knowledge = 2
 +
| knowledge category = Advanced
 +
| study interval = 120000
 +
| min monolith level for study = 1
 +
| study enabled by default = false
 +
| show toggle gizmo = true
 +
| can be activity deactivated = true
 +
<!-- Building -->
 +
| size = 3 × 3
 
| passability = impassable
 
| passability = impassable
| blockswind = true
+
| paintable = false
 +
| deconstructible = false
 +
| claimable = false
 +
| destroy yield = {{Icon Small|Shard|24|1}}
 
| cover = 1
 
| cover = 1
| size = 2 ˣ 2
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<!-- Technical -->
| flammability = 0
+
| defName = WarpedObelisk_Mutator
<!-- | hp = 1000 -->
+
| label = twisted obelisk
<!-- | destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32 -->
 
 
}}
 
}}
 
The '''twisted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.
 
The '''twisted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.

Revision as of 19:19, 26 September 2024

Twisted obelisk

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.

Base Stats

Type
EntityAdvanced
HP
3000
Flammability
0%

Building

Size
3 × 3
Passability
impassable
Cover Effectiveness
75%

Containment

Knowledge Gain
2 Advanced
Study Interval
120,000 ticks (2 in-game days)
Min Monolith Level
1
Technical
defName
WarpedObelisk_Mutator


The twisted obelisk is one of three Obelisks that can appear in the Anomaly DLC. It is able to give your pawns fleshmass mutations.

Occurrence

The twisted obelisk can spawn in the map as a Major Threat.

Summary

Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers an event or mutation. The chance of this event occurring is on average, once every 24 hours of either suppression or study.

There are 6 possible occurrences and one is selected randomly when the obelisk is triggered:

The mutations target the person studying or suppressing the obelisk and can replace missing limbs and organs. After sufficient study, you can deliberately cause one of first four options. The deliberate options has a cooldown of 5 days. The new Flesh part cannot replace an artificial part. If an artificial part is chosen as the target the obelisk trigger will fail. The obelisk will still go on cooldown if it targeted an artificial part and failed.

Reaching 100% severity through any means, causes the obelisk to explode, drop a Shard, and some wildlife in the area to turn into hostile fleshbeast. The amount of Wildlife that turns into Fleshbeasts is based on Raid Points. At low raid points only a few animals may transform. If there are insufficient animals, fleshbeasts will emerge from the ground.

The obelisk will then explode.[Detail] Tamed and allied animals remain unaffected.

Attempting to remove the new body part afterwards will cause the removed part to turn into a hostile fleshbeast.

Analysis

In terms of effectiveness, Fleshmass limbs and organs are typically inferior to Bionic or DetoxiferContent added by the Biotech DLC parts that can be crafted, the exception being the Flesh whip, which has a slightly better dps than the Elbow Blade. However, they are effectively free upgrades, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Lungs and Stomach might even make them preferable to Detoxifier Lungs and Bionic Stomach, respectively.

Trivia

  • Possibly a reference to the Markers from dead space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs

Version history