Difference between revisions of "Relic"

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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 you chose the ''[[Ideoligion#Fluid ideoligions|Fluid Ideoligion]]'' option. There are multiple designated relic items, like a chalice or a hilt, available to pick from. Alternatively, relics can be any [[weapon]] in the game - ranging from a [[pump shotgun]] to a [[persona monosword]].  
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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.  
  
Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise fight the same as other weapons. Other relic items have no special use outside of Ideoligions.  
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Relics are revered by your [[ideoligion]], so pawns of that ideoligion will receive buffs accordingly:
: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.
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* Finding any relic will give fluid ideoligions {{+|5}} development points
 +
* Finding all the sacred relics gives a {{+|15}} mood bonus for 15 days.  
 +
* A relic being present at a ritual gives a {{+|3}} mood bonus for 4 days.
 +
* 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,{{Check Tag|Verify|Verify same map}} including the [[Moral guide]]'s [[Ideoligion#Convert|Convert]] ability. The size of the increase depends on the number of relics currently held. See [[Conversion]] for details.  
  
Reliecs are revered by your [[ideoligion]], so pawns of that ideoligion will receive buffs accordingly:
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A relic being lost or destroyed causes a mood malus of {{--|5}} for 30 days. This malus can stack up to five times.
* Finding any relic will give fluid ideoligions +5 development points
 
* Finding all the sacred relics gives a +15 mood bonus for 15 days.
 
* A relic being present at a ritual gives a +3 mood bonus for 4 days.
 
* A relic installed in a [[reliquary]] gives +10% multiplicative bonus strength to the Moral Guide's [[Ideoligion#Moral Guides|Convert]] power for that ideoligion, when the power is used on the same map as the reliquary. In effect, the total certainty reduction is multiplied by 110%.
 
  
A relic being lost or destroyed causes a mood malus of -5 for 30 days. This malus can stack up to five times.
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=== Relic types ===
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{{Stub|section=1|reason=What happens when a consumable relic is used?}}
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Relics can be a range of different items. These include:
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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.
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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:
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** [[Gladius]], [[Longsword]], [[Elephant tusk]]: 2
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** [[Thrumbo horn]], [[Eltex staff]], [[Monosword]], [[Zeushammer]], [[Plasmasword]],[[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]]: 3)
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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.
 +
* [[Psychic insanity lance]]. Psychic insanity lances have a relic chance of 5.
  
== Acquisition ==
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Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise fight the same as other weapons.
In order to obtain a relic, you must participate in 5 different subquests, then travel to the relic's location. Subquests can repeat; if you fail one, more will appear later on. There are 4 different types of subquest:
 
  
{{Icon Small|Spacedrone|48}} '''Hacking a Spacedrone'''
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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. 
  
A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.
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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.
  
[[File:Worshipful village world site.png|48px]] '''Worshipful Village'''
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==== Inert relics ====
 
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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.
The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshiping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.
 
 
 
[[File:Ancient complex world site.png|48px]] '''Ancient Compound'''
 
 
 
An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??.
 
 
 
[[File:Ancient complex world site.png|48px]] '''Ferried Ancient Compound'''
 
 
 
The exact same as the above quest, but the quest giver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.
 
 
 
----
 
[[File:Ancient relic world site.png|48px]] '''Relic Location'''
 
 
 
After completing 5 subquests, the relic's location will be revealed.
 
 
 
You are able to travel to an ancient structure, which is guarded by some [[mechanoids]]. The mechs will wake up after 3 days have passed, but there is no other time pressure. The structure contains a [[reliquary]] containing the relic. The relic can be uninstalled and the reliquary deconstructed for valuable [[gold]], ending the quest.
 
 
 
== Relic types ==
 
{{Stub|reason=Table of Relics to be completed}}
 
 
 
=== Inert relics ===
 
Non-weapon relics
 
  
 
General stats:
 
General stats:
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* HP: 200
 
* HP: 200
 
* Beauty: 1
 
* Beauty: 1
* Market Value: 200
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* Market Value: 5000
 +
* Stack limit: 1
 
* Stuff count: 100 (Defined, but seemingly not used)
 
* Stuff count: 100 (Defined, but seemingly not used)
 
* Tech level: Archotech
 
* Tech level: Archotech
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| [[Metallic]], [[Woody]], [[Stony]]
 
| [[Metallic]], [[Woody]], [[Stony]]
 
|}
 
|}
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 +
== Acquisition ==
 +
In order to obtain a relic, you must participate in 5 different subquests, then travel to the relic's location. Subquests can repeat; if you fail one, more will appear later on. There are 4 different types of subquest:
 +
 +
{{Icon Small|Spacedrone|48}} '''Hacking a Spacedrone'''
 +
 +
A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.
 +
 +
[[File:Worshipful village world site.png|48px]] '''Worshipful Village'''
 +
 +
The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshiping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.
 +
 +
[[File:Ancient complex world site.png|48px]] '''Ancient Compound'''
 +
 +
An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??.
 +
 +
[[File:Ancient complex world site.png|48px]] '''Ferried Ancient Compound'''
 +
 +
The exact same as the above quest, but the quest giver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.
 +
 +
----
 +
[[File:Ancient relic world site.png|48px]] '''Relic Location'''
 +
 +
After completing 5 subquests, the relic's location will be revealed.
 +
 +
You are able to travel to an ancient structure, which is guarded by some [[mechanoids]]. The mechs will wake up after 3 days have passed, but there is no other time pressure. The structure contains a [[reliquary]] containing the relic. The relic can be uninstalled and the reliquary deconstructed for valuable [[gold]], ending the quest.
  
 
== Version history ==
 
== Version history ==

Revision as of 06:20, 1 March 2023

Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders.

A relic is a holy item revered by your ideoligion, ideally placed in a reliquary. In order to be obtained, they must be found through a 5 part quest.

Summary

Relics are chosen through the ideoligion creation screen: either at the beginning of your game, or possibly later on if the Fluid Ideoligion option is chosen.

Relics are revered by your ideoligion, so pawns of that ideoligion will receive buffs accordingly:

  • Finding any relic will give fluid ideoligions +5 development points
  • Finding all the sacred relics gives a +15 mood bonus for 15 days.
  • A relic being present at a ritual gives a +3 mood bonus for 4 days.
  • 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] including the Moral guide's Convert ability. The size of the increase depends on the number of relics currently held. See Conversion for details.

A relic being lost or destroyed causes a mood malus of −5 for 30 days. This malus can stack up to five times.

Relic types

Relics can be a range of different items. These include:

Weapons will always be of legendary quality, if possible (e.g. a thrumbo horn has no quality), but otherwise fight the same as other 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.

If a relic is a persona weapon, its persona traits will be generated at the same time as a quest[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

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:

  • Description: An object with ideoligious significance.
  • Mass: 1.5
  • HP: 200
  • Beauty: 1
  • Market Value: 5000
  • Stack limit: 1
  • Stuff count: 100 (Defined, but seemingly not used)
  • Tech level: Archotech
Type Stuff options
RelicInertCup.png Chalice Metallic, Stony
RelicInertPendant.png Pendant Metallic
RelicInertBox.png Box Metallic, Woody, Stony
RelicInertTablet.png Tablet Stony
RelicInertFragment.png Fragment Metallic, Stony
RelicInertSwordHandle.png Hilt Metallic, Stony
RelicInertArk.png Ark Metallic
RelicInertCube.png Cube Metallic, Woody, Stony

Acquisition

In order to obtain a relic, you must participate in 5 different subquests, then travel to the relic's location. Subquests can repeat; if you fail one, more will appear later on. There are 4 different types of subquest:

Spacedrone Hacking a Spacedrone

A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.

Worshipful village world site.png Worshipful Village

The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshiping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.

Ancient complex world site.png Ancient Compound

An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??.

Ancient complex world site.png Ferried Ancient Compound

The exact same as the above quest, but the quest giver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.


Ancient relic world site.png Relic Location

After completing 5 subquests, the relic's location will be revealed.

You are able to travel to an ancient structure, which is guarded by some mechanoids. The mechs will wake up after 3 days have passed, but there is no other time pressure. The structure contains a reliquary containing the relic. The relic can be uninstalled and the reliquary deconstructed for valuable gold, ending the quest.

Version history

  • 1.3.3087 - Pawns no longer smelt relics, to avoid accidental mishaps.