Reliquary
| This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Reliquary
A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by some cultures, belief systems, or religions.
Base Stats
- Type
- Building – Ideology (Buildings)
- HP
- 350
- Flammability
- 100%
- Path Cost
- 30 (30%)
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 40%
- Terrain Affordance
- Light
Creation
- Required Research
- Complex furniture
- Work To Make
- 40,000 ticks (11.11 mins)
- Stuff Tags
- Metallic, Stony
A Reliquary is a building added by the Ideology DLC. It is used to house a relic.
Acquisition[edit]
Reliquaries can be constructed once the Complex furniture research project has been completed. Each requires
300 Stuff (Metallic/Stony, 3000 for SVMs),
75 Gold and 40,000 ticks (11.11 mins) of work modified by the construction speed of the builder and the work to build factor and offset of the material.
Once constructed, they cannot be re-installed; they can only be deconstructed.
Summary[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General stub - how to use, its effects when housing a relic and when not, pilgrims, etc.. |
If your colony has an available relic it can be installed by selecting a pawn that can reach both the relic and the reliquary, then right clicking on the reliquary or on the relic itself.
If a relic of a colonist's ideoligion is installed:
- Performing rituals in the room will improve mood: +2 for one relic, +3 for two, and +4 for all three.
- Pilgrims will occasionally come to visit.
- 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] The Moral guide's Convert ability gains a +10% multiplicative bonus. The size of the increase depends on the number of relics currently held. See Conversion for details.
Reliquaries do not have quality levels.
Analysis[edit]
Reliquaries are not an immediate priority to build, but should be built when afforded (and if you have a relic matching the colony's current ideoligion) due to a free mood buff from any ritual. If a relic is currently being wielded as a weapon, it is possible to install the relic just before a ritual, then immediately take it out.
Role change rituals do count as rituals and do not have cooldowns and always succeed. Therefore, it's possible to maintain the mood buff indefinitely by continuously removing and re-adding a pawn's role.
Stats table
| Beauty | Work to Build | HP | Flammability | Market Value | |
|---|---|---|---|---|---|
| Material | |||||
| |
20 | 36,000 ticks (10 mins) | 210 | 40% | 30,880 |
| |
0 | 240,140 ticks (66.71 mins) | 595 | 0% | 1,885 |
| |
10 | 200,000 ticks (55.56 mins) | 175 | 0% | 2,970 |
| |
0 | 240,140 ticks (66.71 mins) | 543 | 0% | 1,885 |
| |
1 | 220,140 ticks (61.15 mins) | 420 | 0% | 1,810 |
| |
0 | 88,000 ticks (24.44 mins) | 980 | 0% | 3,765 |
| |
0 | 200,140 ticks (55.59 mins) | 490 | 0% | 1,740 |
| |
6 | 40,000 ticks (11.11 mins) | 245 | 40% | 3,895 |
| |
0 | 240,140 ticks (66.71 mins) | 455 | 0% | 1,885 |
| |
0 | 40,000 ticks (11.11 mins) | 350 | 40% | 1,465 |
| |
0 | 76,000 ticks (21.11 mins) | 875 | 0% | 2,825 |
| |
0 | 100,000 ticks (27.78 mins) | 700 | 75% | 1,335 |
| |
8 | 220,000 ticks (61.11 mins) | 175 | 0% | 3,040 |
| |
0 | 240,140 ticks (66.71 mins) | 630 | 0% | 2,215 |
Version history[edit]
- Ideology DLC Release - Added.
- 1.3.3387 - Description updated from "[...] venerated by believers of a specific ideoligion." -> "[...] venerated by some cultures, belief systems, or religions.".
- 1.4.3523 - Now requires Complex furniture research. Moved from Misc to new Ideology architect tab.
- 1.4.3580 - Fix: Faulty report string "Extracting limestone reliquary to inventory."
- 1.5.4062 - Reliquary has a “select contained thing” gizmo.