Rimworld Anomaly events ranked

Estimated read time 7 min read

Rimworld Anomaly events ranked
Michael Jeong

The Rimworld Anomaly events are a thrilling new addition to the game that will spook and horrify any colony builders.

The Rimworld Anomaly expansion DLC in April brought horror of all sorts to the superlative colony simulator. Zombies, shadow monsters, fleshy abominations, deceptive impersonators, and relentless hunters: Anomaly introduces all that and more to the Rimworld.

With over 20 new entities and an accompanying event, players will want to know what are the best and worst nightmare encounters they must overcome.

From least threatening to the most apocalyptic, here are the Rimworld Anomaly events.

Rimworld Anomaly events ranked

The most benign entity is the Harbinger Tree. Namely, because these creepy groves are actually largely beneficial. The only downside is that they’re visually unsettling, and so has a negative Beauty modifier.

However, given they’re generally outdoors, the Beauty penalty doesn’t matter that much. In exchange, they will happily quickly remove any corpses in their nearby vicinity. Corpses are generally negative influences in Rimworld, and that was true even before the possibility of the dead rising as zombies. Any enterprising colony will benefit from keeping a Harbinger tree handy for quick and easy corpse disposal.

Next is the Corrupted Obelisk. In this event, a obelisk will crash somewhere in your colony area. This Obelisk, once studied, can become an absolute boon to your colony. Every 30 days, it can create a near-perfect duplicate one of your colonists.

This duplicate will have something wrong with it (be it obvious like instant hostility or subtle like a degenerating nervous system), but if you can fix that flaw then you’ve essentially got a cloning machine. This means you can, with some planning, create multiples of your best colonists, thus massively improving your colony’s manpower.

Third we have the Void Monolith. By itself, this doesn’t do much and so is entirely neutral. However, it is the key to unlocking more of the insidious and nefarious Anomaly events.

Shamblers are the least threatening of the hostile entities. As is typical, zombies are dangerous only in large numbers. Even their more dangerous cousins, the Ghouls, are a problem solely if they get in close melee range. With adequate spacing and proper defenses, no self-respecting colony should fall to these undead foes.

Sightstealers are next up in the Anomaly totem poll of Rimworld monsters. At first, their invisibility makes them a dangerous surprise. However, their weak damage makes them rather easy to combat once found, and they’re still subject to typical enemy pathfinding for any base with walls (which should be all of them). Once you have the sensors research that they unlock, Sightstealers should cease being a real threat.

Fleshbeasts refer to a wide variety of eldritch, visceral foes. Their large numbers and mixture of fast small melee units and ranged spike attacks makes them a dangerous enemy for technologically-developing colonies. Their cousins, the brutish Gorehulks, are especially beefy foes.

However, they all share a weakness to fire that advanced colonies can abuse. Furthermore, their organic attacks struggle to overcome fully-armored pawns. This means that by the late-game, colonists should not fear them more than most other raiders.

Finally, of the basic entities, the Deathpall is the most variable. This weather condition darkens the skies as a sinister dust settles on the map. Any uncovered corpses will rise as shambling monsters to besiege you. Thus, the damage that Deathpall does to your colony depends entirely on how studious you’ve been in your base defenses and your corpse disposal. Are you dealing with a skeletal tortoise or a newly-risen elephant? That depends on you.

rimworld anomaly events

The worst is yet to come

But as we get into the advanced entities, the truly nightmarish Rimworld Anomaly events begin to surface.

Probably the least threatening are the other two obelisks. The Twisted Obelisk has the danger of mutating a random entity into a fleshbeast. Since fleshbeasts aren’t that problematic (especially a sole one), this is largely manageable. The more annoying part is that it might mutate the colonist sent to suppress it, transforming a body part into a fleshy appendage that will be quite upsetting and potentially dangerous to remove.

The Warped Obelisk might randomly teleport one of your colonists to a Labyrinth which they must try to escape. This could be a mild annoyance to certain death depending on who gets abducted.

A double-edged sword is the Nociosphere. Dormant, it’s actually a useful source of electricity, bioferrite, and research points. However, it won’t stay dormant, and that’s where players need to be careful with how they handle it. When deployed, it’ll go on an indiscriminate rampage with its powerful weaponry. Good if you’re facing down a mechanoid raid. Bad if in its teleporting shenanigans it ends up inside your base and unleashes on your defenseless colonists.

The next trio of problematic entity events are the Golden Cube, the Unnatural Corpse, and the Revenant. These entities disrupt your colony by targeting and disabling specific pawns, either with an all-consuming obsession (cube), relentless hunting (the corpse) or psychically luring them away from safety (revenant). In all cases, they require a lot of time and research to disable before their effects fully activate and they cripple your colony.

The next group are powerful monsters that are immediate physical threats. The Chimera is a super-beast of monstrous pack animals. The Devourers and Dreadmeld are upgraded versions of Fleshbeasts that operate somewhat similarly, as is the Pit Gate within which the latter resides. These require immediate gunfire and a dedicated security team to put down, so their danger is proportionate to your level of firepower.

Blood rain and Noctoliths tie for the third-most dangerous event in the Rimworld Anomaly expansion. Both test players’ ability to develop infrastructure (roofing and lighting) and then use smart zoning to keep their colonists and animals safe. Against an adequately prepared colony, they’ll be brief annoyances. Against an unprepared one, though? Expect carnage.

The second-worst event to experience is definitely the Fleshmass. This bloody horror will spread from the Fleshmass Heart to completely swamp the entire map with fleshy tendrils that press against your walls and smash through doors. Players will have to withstand a never-ending siege, complete with biological mortars, in a nightmarish scenario of prolonged stress and constant pruning to keep the ever-expanding goo at bay.

But by far the most terrifying Anomaly event is the one that you didn’t know had already happened. Metalhorrors are the Rimworld version of John Carpenter’s The Thing.

At least one of your colonists has been infected by a malicious entity. You have no way of telling who it is except with repeated blood tests or extended imprisoned interrogations… but can you trust that the infection hasn’t spread to your doctors or wardens?

The paranoia isn’t only in trying to figure out who’s been infected and who hasn’t. The problem is that you have no clue how the infection even started. A metalhorror infestation can start from any encounter with an Anomaly entity.

One of your valiant soldiers who fought off a fingerspike fleshbeast took a spike to the shoulder. A wound that healed like any other.

Except in that wound, a metalhorror entered their bloodstream. Then, when that soldier fed a prisoner, the infection spread. Later, a cleaner sweeps the prison cell, where another metalhorror jumps to that pawn.

And so on, and so on, until suddenly you turn around and find the majority of your colony lying on the floor in bloody piles, as hordes of metallic monsters tear their way out of their bloodstreams…

Yeah, no contest. Metalhorrors are the worst.

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