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== Summary ==
 
== Summary ==
Relics are chosen through the ideoligion creation screen: either at the beginning of your game, or possibly later on if the [[Ideoligion#Fluid ideoligions|Fluid Ideoligion]] option is chosen. A random selection of relics will be generated if you pick the "Ideology system: inactive" option.
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Relics are chosen through the ideoligion creation screen: either at the beginning of your game, or possibly later on if the [[Ideoligion#Fluid ideoligions|Fluid Ideoligion]] option is chosen.  
  
 
Relics are revered by your [[ideoligion]], so pawns of that ideoligion will receive buffs accordingly:
 
Relics are revered by your [[ideoligion]], so pawns of that ideoligion will receive buffs accordingly:
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Relics will sometimes be mentioned by name in the randomly generated lore associated with the ideoligion.  
 
Relics will sometimes be mentioned by name in the randomly generated lore associated with the ideoligion.  
  
== Relic types ==
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=== Relic types ===
 
{{Stub|section=1|reason=What happens when a consumable relic is used?}}
 
{{Stub|section=1|reason=What happens when a consumable relic is used?}}
 
Relics can be a range of different items. These include:
 
Relics can be a range of different items. These include:
* [[#Inert relics|Inert relics]]: A term used internally for dedicated relic items, i.e. items that serve no other purpose than to act as relics. Inert relics have a relic chance of 5.
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* [[#Inert relics|Inert relics]]: A term used internally for dedicated relic items, or items that serve no other purpose than to act as relics. Inert relics have a relic chance of 5.
* Weapons: Almost any obtainable weapon in the game can be selected. Exceptions include the [[Triple rocket launcher|triple]] and [[doomsday rocket launcher]]s, [[frag grenades|frag]] and [[EMP grenades]], [[molotov cocktails]], and [[pila]]. All weapons have a relic chance of 1, with the following exceptions:  
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* Weapons: Almost any obtainable weapon in the game can be selected. Exceptions include the [[Triple rocket launcher|triple]] and [[doomsday rocket launcher]]s, [[frag grenades|frag]] and [[EMP grenades]], [[molotov cocktails]], and [[pila]]. All weapons have a relic chance of 1 with the following exceptions:  
 
** [[Gladius]], [[Longsword]], [[Elephant tusk]]: 2
 
** [[Gladius]], [[Longsword]], [[Elephant tusk]]: 2
 
** [[Thrumbo horn]], [[Eltex staff]],{{RoyaltyIcon}} [[Monosword]],{{RoyaltyIcon}} [[Zeushammer]],{{RoyaltyIcon}} [[Plasmasword]],{{RoyaltyIcon}} [[Persona monosword]],{{RoyaltyIcon}} [[Persona zeushammer]],{{RoyaltyIcon}} [[Persona plasmasword]]{{RoyaltyIcon}}: 3
 
** [[Thrumbo horn]], [[Eltex staff]],{{RoyaltyIcon}} [[Monosword]],{{RoyaltyIcon}} [[Zeushammer]],{{RoyaltyIcon}} [[Plasmasword]],{{RoyaltyIcon}} [[Persona monosword]],{{RoyaltyIcon}} [[Persona zeushammer]],{{RoyaltyIcon}} [[Persona plasmasword]]{{RoyaltyIcon}}: 3
* Certain single use consumable items such as [[Psychic animal pulser]], [[psychic soothe pulser]], [[psychic shock lance]], [[psychic insanity lance]]. Each artifact has a relic chance of 5. However, upon use the artifact will count as being destroyed giving a 'Relic Lost' mood malus
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* [[Psychic animal pulser]]. Psychic animal pulsers have a relic chance of 5.
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* [[Psychic soothe pulser]]. Psychic soothe pulsers have a relic chance of 5.
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* [[Psychic shock lance]]. Psychic shock lances have a relic chance of 5.
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* [[Psychic insanity lance]]. Psychic insanity lances have a relic chance of 5.
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Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise act the same as other weapons. Note that the pilgrim quests, as well as the mood and certainty buffs require the relic to be placed in a reliquary and that being carried makes the relics loss or destruction possible. These factors must be taken into account when choosing whether to enshrine or wield relic weapons. 
  
 
The items will be renamed with randomly generated name and stuffable items will have a random stuff type chosen. Both can be specified by the player during ideoligion creation.   
 
The items will be renamed with randomly generated name and stuffable items will have a random stuff type chosen. Both can be specified by the player during ideoligion creation.   
 
Relic chances are used when an ideoligion is first generated, when an ideoligion preset is used, or when the "Ideology system: inactive" option is chosen. When customizing an ideoligion, the player can choose any type of relic without penalty, making relic chances irrelevant.
 
 
Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise act the same as other weapons. Note that the pilgrim quests, as well as the mood and certainty buffs require the relic to be placed in a reliquary. In addition, being carried makes relic loss or destruction possible. These factors must be taken into account when choosing whether to enshrine or wield relic weapons. 
 
  
 
If a relic is a [[persona weapon]], its persona traits will be generated at the same time as a quest{{Check Tag|Which quest?}}. This means that a player may load a previous savegame to re-randomize an artifact persona weapon's traits if they are not favorable, providing that the storyteller is not in commitment mode.
 
If a relic is a [[persona weapon]], its persona traits will be generated at the same time as a quest{{Check Tag|Which quest?}}. This means that a player may load a previous savegame to re-randomize an artifact persona weapon's traits if they are not favorable, providing that the storyteller is not in commitment mode.
  
 
==== Inert relics ====
 
==== Inert relics ====
Dedicated relic items, or items that serve no other purpose than to act as relics. All inert relics are [[stuff]]able and have the same stats. They only differ in stuff options and texture.
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Dedicated relic items, or items that serve no other purpose than to act as relics. All inert relics are [[stuffable]] and have the same stats. They only differ in stuff options and texture.
  
 
General stats:
 
General stats:
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* HP: 200
 
* HP: 200
 
* Beauty: 1
 
* Beauty: 1
* Market Value: 500
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* Market Value: 5000
 
* Stack limit: 1
 
* Stack limit: 1
 
* Stuff count: 100 (Defined, but seemingly not used)
 
* Stuff count: 100 (Defined, but seemingly not used)
* Tech level: [[Archotech]]
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* Tech level: Archotech
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! colspan='2' | Type !! Stuff options
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|-
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! colspan='2'| Type !! Stuff options
 
|-
 
|-
 
! [[File:RelicInertCup.png|48px]]        !! Chalice  
 
! [[File:RelicInertCup.png|48px]]        !! Chalice  
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You are able to travel to an ancient structure, which is guarded by initially dormant [[mechanoids]]. If the [[Biotech DLC]] is enabled, this contingent will include mechanoids from that DLC, but not mechanoid commanders.
 
You are able to travel to an ancient structure, which is guarded by initially dormant [[mechanoids]]. If the [[Biotech DLC]] is enabled, this contingent will include mechanoids from that DLC, but not mechanoid commanders.
  
After 3 days from the relic location being revealed, the mechs will wake up. Otherwise, there is no other time pressure. The structure contains a [[reliquary]] containing the relic. The relic can be extracted from the reliquary, ending the quest. The mechanoids will awaken the moment extraction is begun and extracting the relic takes 5 seconds. Afterwards, the reliquary can be deconstructed for valuable [[gold]].
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The mechs will wake up after 3 days have passed,{{Check Tag|From when?|Entering the map or accepting the quest?}} but there is no other time pressure. The structure contains a [[reliquary]] containing the relic. The relic can be extracted from the reliquary, ending the quest. The mechanoids will awaken the moment extraction is begun and extracting the relic takes 5 seconds. Afterwards, the reliquary can be deconstructed for valuable [[gold]].
  
 
== Analysis ==
 
== Analysis ==
 
{{Stub|section=1|reason=Needs: Acquisitions strategies, type and selection analysis/strategies, analysis/strategies for getting relics from multiple ideos, value balance of using relic weapons vs enshrining them.}}
 
{{Stub|section=1|reason=Needs: Acquisitions strategies, type and selection analysis/strategies, analysis/strategies for getting relics from multiple ideos, value balance of using relic weapons vs enshrining them.}}
  
=== Legendary weapon farming ===
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=== Legendary persona weapon farming ===
When you reform a [[fluid ideoligion]], you get to generate 3 entirely new relics at a time. "Old" relics remain as legendary weapons. It is possible to generate an indefinite amount of weapons using the following steps:
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{{Royalty|section=1}}
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As [[persona weapons]] cannot be crafted, acquiring sufficient numbers in high [[qualities]] can be very difficult. This is further complicated when persona traits can cause some high quality options to be rejected. [[Fluid ideoligion]] allow for farming of legendary persona weapons and solves this issue.  
  
 
# Create a fluid ideoligion at game start.
 
# Create a fluid ideoligion at game start.
# Select three weapons of your choice. (Usually [[persona monosword]]s{{RoyaltyIcon}} / [[persona zeushammer]]s{{RoyaltyIcon}} - see below)
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# Select three persona weapons, monoswords and zeushammers are suggested. A legendary eltex staff also has some merit.
 
# Perform the quests to retrieve the relics.
 
# Perform the quests to retrieve the relics.
# Reform the ideoligion, and repeat until you have enough weapons.
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# Reform the ideoligion
 
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# Repeat steps 2 to 4 until you have enough legendary persona weapons to equip your colonists.
[[Persona weapon]]s{{RoyaltyIcon}} are usually the best option, as they cannot be crafted. Acquiring high-quality persona weapons can be very difficult. This is made even harder as many [[persona trait]]s are undesirable. [[Persona monosword]]s and [[persona zeushammer]]s benefit the most from quality. [[Eltex staff|Eltex staves]]{{RoyaltyIcon}} also have some merit.
 
 
 
With craftable items, relic hunting is ''possible'', but often inefficient. This is due to the impact of [[Roles#Production specialist|production specialist]]. A Crafting 20 production specialist has a ~9.6% to make a legendary item. With a source of [[inspired creativity]] ([[tortured artist]] or [[psycasts|word of inspiration]]{{RoyaltyIcon}}), this jumps to 97.54% legendary.
 
 
 
So in the late game, it is usually easier to craft legendary weapons rather than relic hunt. In addition, the process of farming legendaries will also create many masterwork weapons. This is why persona weapons and eltex staves are recommended; you can't use a production specialist to make them.
 
  
 
== Version history ==
 
== Version history ==
* [[Version/1.3.3074|1.3.3074]] - Fix: [[Farskip]] with Relic gives debuff from losing the relic.
 
 
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer [[electric smelter|smelt]] relics, to avoid accidental mishaps.
 
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer [[electric smelter|smelt]] relics, to avoid accidental mishaps.
* [[Version/1.4.3523|1.4.3523]] - Fix: Relics can stack with other items of the same type.
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Pawns considered free when using shuttle/pods, causing "Relic lost" thought if equipped.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Caravans holding relics cause "relic lost" thought on map exit.
 
  
 
[[Category:Items]]
 
[[Category:Items]]

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