Events/Anomaly

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The AnomalyContent added by the Anomaly DLC DLC introduced a new style of Incident; one linked to the activity level of the Monolith structure. Every AnomalyContent added by the Anomaly DLC event belongs to a Tier, and can only trigger if the Monolith activity level is at least that high. For instance, a Stirring Monolith (activity level 1) would allow all events from Tier 0 and 1, but none from Tier 2.

If the storyteller option Ambient horror is active, the Tier system will be ignored. All AnomalyContent added by the Anomaly DLC events become available, with the exception of those directly related with the Monolith structure. This is due to the Monolith not spawning with this option active.

Anomaly event list

Anomaly Incidents
Tier[1] Possible Incidents Category Base
Chance
Earliest
Day
Cooldown Min.
Pop
Min. Threat
Points
0 Small Shambler Swarm Threat Small 1 0 0 0 0
Psychic Ritual Siege Threat Big 2.5 0 0 0 200
Shambler Assault Threat Big 2 20 10 0 250
Creeper Joiner Arrival Misc 1 10 60 0 0
Shambler Swarm Threat Big 2 0 0 0 0
Distress Call Quest 1 15 45 0 0
1 Sightstealer Arrival Threat Big 2 0 0 0 0
Fleshbeast Attack Threat Big 2 15 0 0 0
Chimera Assault Threat Big 2 15 0 0 300
Hate Chanters Threat Big 1.5 0 10 0 200
Gorehulk Assault Threat Big 1.5 15 0 0 0
Devourer Assault Threat Big 1.5 0 0 0 350
Sightstealer Swarm Threat Big 1 0 0 0 0
Devourer Water Assault Threat Big 1 0 0 0 500
Shambler Swarm Animals Threat Big 0.25 0 0 0 0
Ghoul Attack Threat Small 0.2 15 0 0 0
Metal Horror Implantation Misc. 0.2 30 45 4 300
Death pall Threat Big 0.5 15 30 0 0
Revenant Threat Big 1 30 90 5 300
Twisted obelisk Threat Big 0.5 50 120 0 0
Corrupted obelisk Threat Big 0.5 50 120 0 0
Warped obelisk Threat Big 0.5 50 120 0 0
Mysterious Cargo Unnatural Corpse Misc. 0.2 10 240 0 200
Mysterious Cargo Golden Cube Misc. 0.2 10 240 0 200
Mysterious Cargo Revenant Spine Misc. 0.2 10 240 0 200
Frenzied Animals Threat Big 0 0 0 0 0
2 Pit gate Threat Big 0.75 0 45 0 500
Fleshmass heart Threat Big 0.75 60 120 0 0
Unnatural darkness Threat Big 1 45 75 0 0
Nociosphere Threat Big 1 45 30 0 0
Blood rain Threat Big 0.5 14 45 0 0
Unnatural Corpse Arrival Misc. 0 0 240 0 0
Golden Cube Arrival Misc. 0 0 240 0 0
Creepjoiner Offer Metalhorror Misc. 0.05 10 60 0 0

Tier 0

Activity level 0: Inactive

Events of this tier can happen as long as the Anomaly DLCContent added by the Anomaly DLC is active regardless of monolith level, even sans prior interaction.

Small Shambler swarm

A small group of shambling corpses is approaching. The inhuman force that animates them is fading, so they will collapse within a day. If you can capture one, you can study it for anomaly knowledge. Otherwise, they might not notice you if you leave them alone.

Two to Four shamblers will spawn. They last 2.5 to 3.5 days.

Shambler swarm

A group of shambling, rotting corpses is approaching. They will now wander through the area. If they see a human, they will attack. If not, they will leave in a few days.

The shamblers will drop as corpses after 2.5 to 3.5 days.

Shambler assault

A horde of shambling rotting corpses is approaching. They are intent on attacking your colony. As they exhaust their strange energy, they will begin to collapse within hours. They are attacking immediately.

The shamblers can attack from multiple directions. Each shambler will last from 4 to 10 hours before dying.

The shamblers target humans and will "dumb breach" their way towards their human targets.

Psychic ritual siege

A group of Horax cultists arrive nearby and will attempt to use a psychic ritual to either abduct a colonist or spawn fleshbeasts. They may attempt to perform multiple rituals.

The cultists will choose a spot nearby to cast their ritual. Only the caster is required to perform the ritual and all other cultists will wander around and defend. Only damage or interruption to the caster will interrupt the ritual and cause the cultists to attack directly.

The cultists can perform either 4 abductions or 4 fleshbeast summons. After performing four rituals the cultists will attack like a standard raid. The cultists do not attempt to immediately kidnap those abducted with skip abduct. They will perform another ritual if they have not yet performed 4.

Distress signal (quest)

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 flesh sacks and flesh bulbs as well.

Creepjoiner

A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too.

If rejected, they can either depart peacefully or become hostile.

Joiners have a specific list of upsides and possible downsides. See the main article for details.

Tier 1

Activity level 1: Intermittent psychic humming

Place events of tier 1 here.

Tier 2

Activity level 2: Pulsing with psychic energy.

Place events of tier 2 here.

Tier 3

Activity level 3: Awakening.

Place events of tier 3 here, if any. On the alternative, write down if anything interesting happens at this level.

Tier 4

Activity level 4: Awakened.

This allows entering the metal hell and is required for the Anomaly ending.


Notes

  1. This is equal to the activity level of the Monolith, 0 being the default. The activity levels need to be at least as high as the required Tier for the event to become available.