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* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!
 
* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!
 
    
 
    
* '''Multiple Organ Decay:''' Several of the duplicate's vital organs have "Organ decay", which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.
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* '''Multiple Organ Decay:''' Has decayed organs that need to be replaced. Known Cure: Replace Organs
 
    
 
    
* '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, Gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners.
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* '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, Gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known Cure: Terminate one of the two, Unatural Healing from creepjoiners.
 
    
 
    
* '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures: [[healer mech serum]]; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with [[resurrector mech serum]] or death refusal. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found.
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* '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known Cure: Healer mech Serum, Unatural Healing from creepjoiners. Killing them, removing the skull, and using resurrector mech serum is a cure. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found.
  
Organ decay, duplication sickness, and crumbling mind appear a few days after the duplicated pawn is created, and can be revealed early with a surgical inspection.
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Organ decay, duplication sickness, and crumbling mind appear a few days after the duplicated pawn is created.
 
   
 
   
 
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.
 
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.
  
 
== Analysis ==
 
== Analysis ==
With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a [[psylink]]{{RoyaltyIcon}}, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a [[Psychic shock lance]] or [[Shard shock lance]] if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn.  
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With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a [[psylink]]{{RoyaltyIcon}}, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a [[Psychic shock lance]] or [[Shard shock lance]] if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn.
  
One way to reliably get a hostile duplicate captured is to do this:
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Alternativly, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.
1. Make the colonist you are duplicating take go juice.
 
2. wait 10~ hours until only around 6 hours of go juice is left.
 
3. duplicate colonist.
 
4. have you pawns punch the duplicate until it reaches more than 10% pain(you probably want a few percent more)
 
5. have your colonists run around in circles for a few hours until go-juice expires.
 
6. duplicate will be downed, but death on down doesn't apply.
 
7. capture duplicate.
 
  
Alternatively, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.
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If you attacked the oberlisk, it's activity level will rise. When it reaches full, it will duplicate 30 of you colonists, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:
  
If you attacked the obelisk, it's activity level will rise. When it reaches full, it will duplicate up to 30 of you colonists depending on raid points, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:
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*  Have you god pawn anesthetized
 
 
*  Have your god pawn anesthetized
 
 
*  Send all other pawn (except ghouls) on a caravan resting right outside your colony
 
*  Send all other pawn (except ghouls) on a caravan resting right outside your colony
*  Have ghoul attack obelisk to trigger the duplication
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*  Have ghoul attack oberlisk to trigger the duplication
 
*  Since your god pawn is the only pawn on the map, it will be duplicated 30 times
 
*  Since your god pawn is the only pawn on the map, it will be duplicated 30 times
 
*  However your god pawn's "anesthetized" status will also be duplicated, meaning all duplicated pawns are harmless
 
*  However your god pawn's "anesthetized" status will also be duplicated, meaning all duplicated pawns are harmless
 
*  Have your caravan come back and capture all the helpless duplicates
 
*  Have your caravan come back and capture all the helpless duplicates
 
*  Profit
 
*  Profit
 
When duplicated, the effect of "Touching the Void", psionic abilities, and xenogens are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.
 
  
 
== Weird happenings ==
 
== Weird happenings ==
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== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
[[Category: Entities]]
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CATEGORIES GO HERE
 
CATEGORIES GO HERE

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