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[edit]

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[edit]

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.

Shambler raid[edit]

A group of shamblers spawn on the colony map. There are 3 variants of this event at this level of activity, each of different intensity.

Type Description Duration corpses Others
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. 2.5 to 3.5 days Consist of 2-4 shamblers
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. 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. 4-10 hours Immediately attack the colony.
Shamblers can attack from multiple directions.
Shamblers target humans and will "dumb breach" their way towards their targets.

Psychic ritual siege[edit]

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)[edit]

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[edit]

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[edit]

Activity level 1: Intermittent psychic humming

This tier encompasses most of the Anomaly events, and requires the monolith to be active.

Sightstealer Arrival[edit]

A single sightstealer will enter the map. There is no warning for this event.

Fleshbeast Attack[edit]

Fleshbeasts emerge from Pit Burrows. Pit Burrows spawn in random path-able outdoor areas not under furniture. Fleshbeast Attacks only spawn Fingerspikes, Trispikes, and Toughspikes. Bulbfreaks are not possible.

Entity Assaults[edit]

This events are largely the same, consisting of a raiding party constituted solely of a main entity.

Event Main threat Event Description Others
Chimera Assault Chimera A group of twisted animal-like chimera monsters have appeared nearby.
The misshapen beasts will watch your colony, waiting for an opportunity to attack. They are skittish and may retaliate if provoked.
Gorehulk Assault Gorehulk A group of monstrous, human-like abominations are attacking! Their bodies are ravaged by thick keratin spines which they can launch at a distance. However, their fleshy forms can do little damage at close range.
Devourer Assault Devourer A swarm of huge gape-mawed monsters are attacking!
These creatures' jaws are massive enough to swallow a human whole. Keep your distance!
Devourer Water Assault Devourer A swarm of huge gape-mawed monsters are attacking!
These creatures' jaws are massive enough to swallow a human whole. Keep your distance!
The devourers will emerge from a body of water.

Hate Chanters[edit]

This is a type of raid that spawns a large amount of inhumanized horax cultist on the edge of the map, advance a few tiles in, and begin to hate chant.

An active hate chant gives a mood debuff to all colonist on the map, which will increase in severity the longer it last.

Cultists will ignore your colonists until 10%-30% of the cultist are either downed or death. After this point, they will begin their attack. Contrary to other human raids, hate chanters will fight to the last.

Sightstealer Swarm[edit]

Multiple Sightstealers will enter the map, potentially in multiple waves. After killing the last sightstealer on the map, if there are waves remaining, the message "Sightstealer howling" will appear. The time between waves ranges from a few hours to days.

Shambler Swarm Animals[edit]

A group of Shambler animals will appear nearby and wander across the map. Their behavior will emulate Shambler Swarms.

Do note that this group may contain Chimeras.

Ghoul Attack[edit]

A vicious humanoid ghoul is attacking!
It is intent on inhuman savagery and it cannot feel pain. Prepare to defend.

A single ghoul spawns on the current map.

Metal Horror Implantation[edit]

A pawn with a valid infection pathway gains a metalhorror infection. This is a silent event.

Death pall[edit]

A Death pall weather event starts, reanimating all unroofed non-mechanoid corpses as Shamblers. This event will last for 1 to 3 days.

Revenant[edit]

A revenant enter the map. This event requires a colony with 5 or more colonist, including temporal ones. This is a silent event.

Obelisk Spawn[edit]

An Obelisk spawns somewhere on the map. There are 3 variants of this event, once for each type of obelisk besides the monolith, none of which are an immediate danger:

Obelisk type Event Description
Corrupted obelisk -
Twisted obelisk -
Warped obelisk -

Mysterious Cargo[edit]

This event is part of the quest Mysterious cargo, in which a friendly planetary faction or an anonymous AI asks you to take an unspecified item off their hands, along with a sizable payment. There are 3 variants of this event, one for each variant of the quest. The event received will be one of the following:

See the quest page or the respective entity page for more details.

Frenzied Animals[edit]

Tier 2[edit]

Activity level 2: Pulsing with psychic energy.

Events of this tier require a monolith with an Activity level 2 or above.

Tier 3[edit]

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[edit]

Activity level 4: Awakened.

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

Notes[edit]

  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.