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*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.
 
*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.
  
For the psychic animal pusler, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heavily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.
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For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heaily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.
  
===Melee mechanoid===
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===Mechanoid===
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
 
*[[Scyther]]s are the most effective at melee combat.
 
*[[Scyther]]s are the most effective at melee combat.
  
[[Mechanoid]]s have all the advantages of being an animal, but then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).
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Mechanoids have all the advantages of being an animal, but then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).
  
 
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.
 
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.
  
 
:'''Comparisons'''<br>
 
:'''Comparisons'''<br>
Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage (though it is blunt damage). Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, though are mainly used for ranged combat.
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Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, though are mainly used for ranged combat.
 
 
Ranged mechanoids are not covered in this guide, due to a larger number of factors that come with using them. See each mechanoid's page for more specific analysis.
 
  
 
==Ranged - Neolithic==
 
==Ranged - Neolithic==
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Rifle-class weapons are generalist weapons, dealing great damage at any range.
 
Rifle-class weapons are generalist weapons, dealing great damage at any range.
 
* {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strongest weapon for repelling against breachers and sappers, good overall. Skill friendly.
 
* {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strongest weapon for repelling against breachers and sappers, good overall. Skill friendly.
* {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters.
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* {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. The Heavy SMG is cheaper than the other rifles, and is a stronger weapon for low skill shooters to hold.
 
* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
 
* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
  
In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are overall best outside of a [[killbox]], charge rifles deal the most damage, and SMGs are best at lower skill.
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In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the most flexible, charge rifles deal the most damage, and heavy SMGs are the best at close combat, or with poor shooters.
  
 
===LMG & Minigun===
 
===LMG & Minigun===
Weapons with a large burst of bullets, but low accuracy and long cooldowns.
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Weapons with a large burst of bullets, but low accuracy.
* {{Icon small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon.
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* {{Icon small|LMG|24}} [[LMG]]s are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than rifles options. Decent crowd-control and support weapon, though one of the weaker modern weapons.
* {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.
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* {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.
  
Both weapons are good as support, and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck.
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Both weapons are good as support weapons and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck.
  
 
===Sniper & Lance===
 
===Sniper & Lance===
Longer range, single-shot, specialist weapons.
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Longer range, single-shot weapons.
* {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Overall DPS is weaker than a [[bolt-action rifle]], but snipers are clearly not a damage weapon. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.
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* {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Overall DPS is weaker than a [[bolt-action rifle]], but snipers are clearly not a damage weapon. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill.
 
* {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level.
 
* {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level.
  
Sniper rifles (not charge lances) are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. Charge lances are closer to assault rifles than snipers for their overall weapon profile, and may have use in dealing with heavily armored enemies.
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Sniper rifles (not charge lances) are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. Charge lances are closer to assault rifles than snipers for their overall weapon profile, and may have use in dealing with heavily armored enemies.
  
 
===Chain Shotgun===
 
===Chain Shotgun===
A very high damage, decent accuracy, low range specialist weapon.
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High damage, decent accuracy, low range.
 
* {{Icon small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations.
 
* {{Icon small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations.
Chain shotguns are amazing when you can expect or force close combat. Infestations are inevitable for mountain bases, while mountains are naturally defensive against breachers, or enemies you can't force to be close by. Shotguns are not and should not be exclusive for mountains; they are great weapons to support melee attackers, and powerful weapons in any close-range scenario.
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Chain shotguns are amazing when you can expect or force close combat. Infestations are inevitable for mountain bases, while mountains are naturally defensive against breachers. But shotguns are not sand should not be exclusive for mountains; they are great weapons to support melee attackers, and powerful weapons in any close-range scenario.
  
 
==Explosives==
 
==Explosives==
 
===Grenades===
 
===Grenades===
 
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.
 
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.
*{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving target. Can be thrown straight for a few tiles in a hallway, lending some use behind melee blockers. Grenades are also ''very'' effective against structures and walls. While breaking a wall fast is rarely helpful, this property is great for taking out [[mech cluster]]s{{RoyaltyIcon}}.
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*{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving target. Can be thrown straight for a few tiles in a hallway. Grenades are ''very'' effective against structures and walls. While breaking a wall fast is rarely helpful, grenades are great for taking out [[mech cluster]]s{{RoyaltyIcon}}.
 
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.
 
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.
*{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s{{RoyaltyIcon}}, but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.
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*{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration, and break [[shield belt]]s and [[low-shield pack]]s{{RoyaltyIcon}}, but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades - as it's bigger than the forced miss radius, they can reliable stun targets.
*{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.
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*{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[oxic Enviroment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.
  
 
===Launchers===
 
===Launchers===
Launchers have a greater range than grenades, but have a ''very'' long cooldown (2nd slowest in the game, just faster than the [[pila]]).
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Launchers have more range than grenades, but have the ''longest cooldown'' of any colonist weapon the game (except for the [[pila]]).
*{{Icon small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molptovs for creating ground fires, as it shoots slower.
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*{{Icon small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molptovs for creating ground fires as it shoots slower.
 
*{{Icon small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade.
 
*{{Icon small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade.
 
*{{Icon small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Invaluable for taking out turret encampments and [[mech cluster]]s{{RoyaltyIcon}}. Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers.
 
*{{Icon small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Invaluable for taking out turret encampments and [[mech cluster]]s{{RoyaltyIcon}}. Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers.
*{{Icon small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. Fires slower than tox grenades, but extra launcher range makes it better as a support weapon. Make sure colonists in the blast have some form of [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]].
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*{{Icon small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. (Detail needed)
  
 
===Consumables===
 
===Consumables===
 
Weapons of mass destruction. Rocker launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start firing. None of these can be crafted by a colony.
 
Weapons of mass destruction. Rocker launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start firing. None of these can be crafted by a colony.
*{{Icon small|Doomsday rocket launcher|24}}[[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.
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*{{Icon small|Doomsday rocket launcher|24}}[[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.
*{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.
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*{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each explosion is smaller than a doomsday, but deals the same damage ''per explosion''. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.
 
*{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only, so limited in practice.
 
*{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only, so limited in practice.
 
*{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.
 
*{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.
 
*{{Icon small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map. This is likely to destroy your base when used in a colony, so is mostly useful for offensive operations (or as a last resort). Quest only.
 
*{{Icon small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map. This is likely to destroy your base when used in a colony, so is mostly useful for offensive operations (or as a last resort). Quest only.
 
As these are all rare, single-use items, use them for when you can't handle a raid, such as an extra-nasty [[siege]].
 
  
 
===Mortars===
 
===Mortars===
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*{{Icon small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius (9 tiles, reduced by Shooting skill), they are mostly effective against large, stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds, unless Classic Mortars are turned on.
 
*{{Icon small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius (9 tiles, reduced by Shooting skill), they are mostly effective against large, stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds, unless Classic Mortars are turned on.
  
Mortars are extremely useful against enemy [[siege]]s. Until they take enough casualties, a siege will their own mortar shells, which is devastating to every colony not under overhead mountain. They are great against other stationary opponents, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}.
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Mortars are extremely useful against enemy [[siege]]s. Sieges will fire their own mortar shells, which, if it can hit a colony at all, can easily ravage it. They are great against other stationary opponents, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}.
  
 
Each mortar shell has its own purpose:
 
Each mortar shell has its own purpose:
 
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any target.
 
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any target.
*{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.
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*{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortar shells on fire, causing an explosion. As the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.
*{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can fire.
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*{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can fire.
 
*{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The introduction of [[firefoam pop pack]]s and [[foam turret]]s have mostly left the shell obsolete.
 
*{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The introduction of [[firefoam pop pack]]s and [[foam turret]]s have mostly left the shell obsolete.
*{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke launcher is free to use, the smoke launcher has a larger radius and can be used from further away.
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*{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the smoke launcher, it prevents turrets from locking on and reduces accuracy. Can be used from further away
 
*{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on the level of a doomsday rocket. Quest only, so use it wisely.
 
*{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on the level of a doomsday rocket. Quest only, so use it wisely.
  

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