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{{Anomaly}}
 
{{Anomaly}}
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{{Infobox main<!-- Add infobox category here -->
 
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| name = Monolith
 
| name = Monolith
 
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.
 
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.
| type = Entity
 
 
}}
 
}}
  
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].
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The void monolith is a structure{{Check Tag|?}} that is the center point of the [[Anomaly DLC]]. It is used to start the arrival of [[entities]].
  
 
== Acquisition ==
 
== Acquisition ==
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The monolith will already be on the map as a fallen monolith when the player generates a new world.
  
The monolith appears on all new colony maps by default. If you have selected the "Ambient Horror" mode of the [[storyteller]] settings, the monolith '''will not be available'''.
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If there is no monolith, e.g. after loading a save file without the [[Anomaly (DLC)|Anomaly DLC]], a "strange signal" quest will appear. After accepting this quest, a monolith will arrive soon.  
  
If you move to a new map or add the DLC in the middle of another playthrough, you will receive a "Strange Signal" quest which will spawn a monolith on your map. The monolith's spawn point is random, and it may destroy existing structures when it arrives.
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When spawning the Void monolith via the 'strange signal' quest, the position of the monolith is determined as soon as the quest itself spawns. It can not be manipulated without modifying the save file. The arrival will destroy all structures present at the chosen spot.
  
 
== Summary ==
 
== Summary ==
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The Void Monolith is the first [[Entity]] that the player will encounter. It will start deactivated, but will activate when a pawn is assigned to investigate it and all warnings are ignored. (If you are on the anomaly start, the Void Monolith will activate itself). Upon first activating the monolith, a gray pall will immediately occur, and colonists will be able to begin studying it. Studying it will cause entities to begin appearing in your colony, much as studying the mechanoid transponder started the process for [[Mechanitor]]s.{{BiotechIcon}}
  
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:
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== Analysis ==
 
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After a certain amount of study, your researchers will grow to better understand the monolith, increasing the amount of research it provides. For this reason, it's important to research it whenever it's available.
{| class="wikitable"
 
|-
 
! Name || Size || Effect || Advancement
 
|-
 
| Fallen&nbsp;monolith<br>[[File:Void monolith.png|64px]] || 3×3 || Dormant || Investigate the monolith with a colonist, and choose to "Keep focusing" when you receive the warning dialog.
 
|-
 
| Void&nbsp;monolith<br>[[File:Void monolith level 1.png|64px]] || 5×3 || '''Level 1:''' Encounter a mix of basic and easier advanced [[entities]]. You will immediately experience a [[Events#Gray_pall|gray pall]] event, followed shortly by a [[sightstealer]] attack and a [[harbinger tree]] sprout || Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready
 
|-
 
| Void&nbsp;monolith<br>[[File:Void monolith level 2.png|64px]] || 5×5 || '''Level 2:''' All entity encounters possible, including the more-dangerous advanced entities || Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready
 
|-
 
| Void&nbsp;monolith<br>[[File:Void monolith level 3.png|64px]] || 5×5 || '''Level 3:''' The monolith is awakening for the end of the quest || Complete the [[Endings#Monolith_endgame|final encounter of the Anomaly ending quest]]
 
|-
 
| Fallen&nbsp;monolith<br>[[File:Void monolith.png|64px]] || 3×3 || Closed || The monolith is shut down as part of the Anomaly ending. It can still be studied indefinitely for advanced research points.
 
|}
 
 
 
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.
 
 
 
The monolith can be [[work|studied]] every two days as source of either basic or advanced Anomaly tech tree research points.
 
 
 
The monolith provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will destroy any structures in the way.
 
 
 
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently reverted to Level 2. In either case, it can still be studied indefinitely for advanced research points.
 
  
== Analysis ==
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The monolith cannot be moved and is important to an Anomaly playthrough, so its position should be taken into consideration when planning your base. If unable to directly base around or nearby the monolith, it is advised to create a safe and lit path from the colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as unnatural darkness.  Note that building your base directly around the monolith may or may not have long term risks.{{Check Tag|Does it or does it not?}}
  
The monolith is your only permanent source of Anomaly research points, it is important to study it as soon as possible after each two-day cooldown. Studying the monolith is done through the "Dark Study" job on the [[work|Work tab]].
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== Behavior ==
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On "The Anomaly" scenario, the monolith will activate itself after approximately 4 days if not interacted with. It will then upgrade itself to Tier 1.
  
The monolith cannot be moved, so its position should be taken into consideration when planning your base. If you are unable to directly build around or near the monolith, it is advised to create a safe and lit path from your colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as [[Noctolith|unnatural darkness]].
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After 5 basic Entities are encountered on Tier 1, it will be possible to Attune the Monolith to Tier 2. This will cause it to now produce Advanced research, but will also allow for more dangerous and frequent Anomaly events.{{Check Tag|?|What events are prevented from occurring until this happens?}} After 12 Advanced Anomaly Entities have been discovered, you can awaken the Obelisk to Tier 3, beginning the process of [[Endings#The_Void|entering the Void]], which at its conclusion further ascends the monolith to Tier 4, and allows a single colonist to enter an alternate dimension to interact with the void node. Upon entering the void, the colonist is presented with two choices: they can either disrupt the link to the colony's dimension, or further embrace the void's power. Choosing to embrace the void will grant a unique hediff, "Void touched," which disables the need for sleep and comfort, doubles psychic sensitivity and dark study efficiency, and grants a healing factor of 100 hp/day. Additionally, embracing the void will grant the "inhumanized" hediff, grants four charges of death refusal and five charges of a special ability "Void terror," and gives a +14 "Embraced the void" moodlet for 60 days.
  
 
== Version history ==  
 
== Version history ==  
 
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly
 
  
[[Category:Anomaly]]
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CATEGORIES GO HERE
[[Category:Entities]]
 

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