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{| class="wikitable floatright"
 
|+ "The Empire has arrived."
 
|-
 
! <youtube>https://www.youtube.com/watch?v=ex5_XpQ-uJk</youtube>
 
|-
 
|}
 
 
{{Royalty}}
 
{{Royalty}}
 
{{About|the DLC|the Nobility system added by this DLC|Titles}}
 
{{About|the DLC|the Nobility system added by this DLC|Titles}}
 +
{{quote|"The Empire has arrived."|Royalty DLC quote|large=1}}
  
 
'''Royalty''' is a paid [[DLC]] that was released alongside update 1.1.
 
'''Royalty''' is a paid [[DLC]] that was released alongside update 1.1.
  
== Description ==
+
=== Description ===
 
The [[Empire]] has arrived. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.
 
The [[Empire]] has arrived. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.
  
== The Empire & Nobility ==
+
==The Empire & Nobility==
 
{{Main|Empire}}
 
{{Main|Empire}}
 
The [[empire]] is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to [[Quests#The Deserter|betray them]], powerful enemies. All empire soldiers are implanted with a [[death acidifier]], preventing players from (easily) looting their high-tech gear.
 
The [[empire]] is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to [[Quests#The Deserter|betray them]], powerful enemies. All empire soldiers are implanted with a [[death acidifier]], preventing players from (easily) looting their high-tech gear.
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[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are "psychic" like how [[psychic drone]]s and [[psychic soothe]]s are psychic.
 
[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are "psychic" like how [[psychic drone]]s and [[psychic soothe]]s are psychic.
  
The vast majority of psycasts are ''not'' direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. [[Psycasts#Blinding pulse|Blinding pulse]] lowers enemies' sight. [[Skip]] allows you to move a ''thing'' - friend, enemy, or item - anywhere within range. Other psycasts are useful outside of combat. Word of love creates romantic attraction, while word of serenity ends social fights and [[mental break]]s. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.
+
The vast majority of psycasts are ''not'' direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. [[Psycasts#Blinding pulse|Blinding pulse]] lowers enemies' sight. [[Skip]] allows you to move a pawn - friend or enemy - anywhere within range. Other psycasts are useful outside of combat. Word of love creates romantic attraction, while word of serenity ends social fights and [[mental break]]s. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.
  
 
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
 
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
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Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up on their own. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. In any case, the condition causer will activate even if the rest of the mech cluster remains dormant.  
 
Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up on their own. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. In any case, the condition causer will activate even if the rest of the mech cluster remains dormant.  
  
Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster for you.
+
Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster or you.
  
 
In addition, both mechs and pirates can deploy condition causers from far away. You must [[caravan]] or [[transport pod]] to its location, destroy the condition causers, and get out.
 
In addition, both mechs and pirates can deploy condition causers from far away. You must [[caravan]] or [[transport pod]] to its location, destroy the condition causers, and get out.

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